Sound System: The Next Big Mechanic

What I would like: I would like a sound system like this:


It would work like Patcher from FL studio.

The >|, is input, like variables, and works whenever an event activates the sound system. When it is activated, it starts the sound process.

The , is a sound file, and has 1 stat, the file.

The |>, is the output, and is activated when everything else is done. When it is activated, it plays the sound in-game.

In this case, three sounds will be played


The \, is a chance, and has 2 stats; amount of outputs (always set to connections made), and chance for each output.

In this case, there is a 50% chance for each sound file to be played.


The :sound:, is a volume amplifier, and has 1 stat, the new volume.

In this case, there is a 50% chance for the same sound to be played, but at a different volume.


The green block, is a prefab, and the below image, is what is inside.


In this case, 2 sound files will play.
The prefab can have a custom color and symbol.

Of course, these are just basic “sound events” and are small snippets of what the sound system could be used for.

I have to go to bed, and will give reasons tomorrow, and more about how it would work. think about it, but don’t give a yes or no until I have explained the next part.

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Gdev has JFXR? Im not exactly sure what you mean here

Jfxr creates sounds, not plays them.

The sounds it makes can be played

so you want like 3D sound?

Very cool idea and illustrations.
For your information, this can be implemented using events, but your idea makes it simpler.
How will this be integrated in Gdevelop event sheet?

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using a gui for this makes it wayy less customisable

I don’t think so.
The purpose of this is to create a sound system using existing events.
The available events for sound modification available for GDevelop are few.

I think if the devs are going to implement this, they’ll consider adding more events for sound control. And this GUI will just make it easier if it was properly integrated in the event sheet.

But how will it integrate with the event sheet?

And what are the use cases this design will benefit the most?

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Oh! I forgot to mention, there will be an event to activate the sound system (there can be multiple little sound systems), and you can choose which sound system to activate, and there would be a button to take you to the sound system editor.

Also for everyone involved in the conversation, how about we refer to the sound system as, “SS” k?

How? can you provide a reason to back up your claim?

That could be one of the “blocks” sure, but what I want is a randomization, because if the developer wants to have random sounds (and no, pitch shift is NOT enough), as of right now it is quite tedious, and with the sound system I am proposing, all you need to do for randomized sounds is the files, and the single randomizer block.

i just dont think it will be so useful? since you can already do all of this stuff

Its useful because it is easier and faster.

i wouldnt say faster, you can make your own visualizer using gdevelop and then just use that app you made to put those values inside the thing

also this idea is literally impossible since the soundsystem is 3D not 2D

That alone takes time

What do you mean?

So you’re saying we can have randomized sounds (other than pitch shift) with little events, little tediousness, and little slowness? I don’t think so.

What does that even have to do with this? no one even mentioned 3D/2D sound.

Other than you (and me a bit), plus, that’s not even the reason I want the SS.

I have no idea how to do that kinda stuff. I’m a GAME developer, not an APP developer. knowing how to do app design shouldn’t be required to have a better sound system.

  • it also takes time for the gdevelop developers to make this feature,
  • the sound system is 3D not 2D, so you can hear the sound infront of you, behind you, to the left, to the right, and up and down. so a 2D visualizer would even work for this