Sound System: The Next Big Mechanic

ok bro im a GAME developer and i know how to do the sound system, gdevelop was named GAME develop once because its made to makes GAMES.
sound system is more for GAMES than APPS

theres nothing app design about it, can we agree that mostly games use 3D sounds???


its this simple, just enter the player position

and enter the sound position

you dont need a whole gui for this, if you want i can make you an app that does this for you

Like I said, I donā€™t really care about 3D sound* (sorry I was tired when writing this lol). I just want randomized sounds (not pitch shift) to be easier to have.

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im not talking about that at all??, im just saying you dont need a GUI for 3D sounds, you cant even get one if u tried since GUIā€™s are 2D not 3D

uhh, @cokiesyum?.
He already said that he doesnt care about 3D sounds.

he might not care about it, but literally what hes suggesting is to remove features???

its literally a great feature that there is 3D sound, so removing the third dimension is just stupid

He is not asking for a feature removal, instead he is asking for a feature enhancement.
Consider reading these:

Read this

After reading these, please stop mentioning 3d sounds, He didnā€™t even want anything 3d!

You are talking about 3d sounds, and he is talking about a system for sounds.

Are you convinced now? Please stop mentioning 3d sounds, itā€™s not the main part of the proposed feature!!! :sob:

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Thanks, now we can discuss the feature I would like: randomized sounds!
Other features of the SS should be discussed to though.

As a reminder folks, please follow the rules posted in the feature request forum by Luni when making any requests

To highlight some of them:
1 feature request per thread (different requests from the topics must become a new thread)
You have to write a detailed use case on why the feature is needed (i.e. just saying itā€™s easier doesnā€™t apply, you have to explain how it is easier than the current state)

The thread has veered close to breaking these at different points, so I wanted to bring it back around to ensure it actually has a chance of being reviewed by the devs (no guarantee either way, to be clear).

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Sound system make it easier as it brings a dedicated UI optimized for combining sounds. NOT MAKING THEM.
This sound system is useless, UNLESS the devs are going to add more action to MODIFY the sounds. Like, reverb, echo, equalizer, compressors, distortion, delay.

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To clarify: the above reply is just saying it would be easier without real context, which I tried to warn against.

Saying having a dedicated UI doesnā€™t explain why it would be better/why it should exist in the engine at all/why it is needed rather than using tools built and designed for updating audio externally, such as FL studio.

Again, this is just clarification to ensure this thread actually sees potential future evaluation, I have no strong feelings either way on the original request.

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Summary of this message for short attention dudes:

This use case highlights the need for real-time sound modification in a game engine.

The game has music that needs to be distorted when the player is near a character or enemy.

Using a third-party application for this results in a subpar experience due to the need to fade in and out between the original and modified music, limiting flexibility and requiring multiple pre-modified versions.

Real-time sound modification in the engine would simplify this process, using a single music file and events for distortion.

This approach supports dynamic music and complex sound effects, enhancing sound design and making the engine bit more unique.

It will also allows for quick modifications without external applications and or tools.

Looking for more use cases from @Pyroqua .

full text

This use case depends on the features that the sound system needs to bring in order to be useful, which is sound modification.

The game has music.
The music needs to be distorted whenever the player is nearby a character, enemy for example.
Instead of going to a third party application just to distort the sound which will also give a subpar result because now you need to fade the original music and then fade in the modified music.

which will not give any flexibility in modifying the distorted sound unless the developer includes modified versions each one having a slightly different distortion just to give in a good fade in of the distortion.

This could have been avoided by just simply adding sound modification in real time in the engine, which only needs one file for the music and then simply use events for distortion.

The real use case for a sound system is for dynamic music. Music that constantly changes or to make complex sound effects or music just using simple sounds. This could also help in simply modifying the sounds quickly without any third party application.

This is assuming that you can change the sound system in real time while the game is playing.

Not only will this add extreme variations for the music and very good sound design for games to also make the engine bit more unique.

Of course Iā€™m waiting for the OP, @Pyroqua, to add more use cases.

Iā€™m trying to help him because I think it will be good feature.

He will have much more useful use cases than what I have.

meery chrimas i am sana clos
(all jokes aside iā€™ll try to have a list of 5+ things by the end of today)

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Sorry, Christmas stuff happened, but here are some sound amplifiers

  1. Muffling
  2. Delay
  3. Reverb/Echo
  4. Speed/Tempo
  5. Bass Boost
  6. Invert/Reverse
  7. Chorus Effect

Weā€™re asking for use cases

Oh,well in that case, here are different use cases (in respective order) for the above sound system stuff

  1. Muffling when in water/Ending a day in an RPG
  2. Delaying a sound for a strong impact
  3. When player is in a cave/watching an important moment in a cutscene
  4. Faster theme when fighting an enemy/action moment
  5. Stronger impact of a sound when fighting an enemy/action moment
  6. Idk lol but could be used for strange areas
  7. Changing area theme when close to an enemy/ Impact on sound effects depending on level of player/weapon
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This might not convince the devs.

You need to prove why this solution suits these use case