New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Allow sends to multiple buses from a single AudioStreamPlayer node #60316
Conversation
One comment on this is that we should probably put a little warning on the node somehow if it doesn't have any sends, and perhaps even make the minimum number of sends 1 instead of 0. If a user attempts to remove the last send, one is added for the |
I have a preference for using one unit across every parameter for loudness. DECIBELS. @ellenhp Mentioned
So I wanted to poll the group. |
Another tricky thing is that people probably won't understand that the decibels in the sends will be relative to the overall volume, not an "absolute" volume. |
Won't the linear format will have the same confusion? |
I don't think so. I do generally agree that we should probably be consistent with units, but people tend to understand linear units better than decibels in general so I doubt that people would have the same confusion. I will switch this to decibels I think then maybe we (I?) can write a tutorial about audio that covers how to do a loudness-preserving crossfade between buses. |
I think that AnimationTree's implicit AudioStreamPlayer volume change should be eliminated and the user should be able to arbitrarily change the volume with ValueTrack. (Ref: #55218) The only sense in which the current implicit blending exists is to bypass the linear blending of the AnimationTree and blend the volume on a log scale. With this fix, we should be able to consider making the implicit volume change in AnimationTree eliminated. |
I don't think that's related to the sends of an AudioStreamPlayer though. The sends just determine where audio is sent, not how loud the stream is. Plus, like fire said it probably makes sense to remove all the linear units everywhere for audio. I was very confused by your comment in that PR which is why I hadn't responded, but I just went and left a comment. Let's continue discussion there for animation topics. |
Draft state for now, Implements godotengine/godot-proposals#1836
Right now it uses linear units, and the loudness across all sends is not zero-sum. Those things could both change depending on feedback.