What exactly do you have in mind? I’m not an professional sound engineer, but the last time I worked with sound effects in Godot it appears very mature and feature rich for me.
Well some basic sound handling like having entry and exit points on a sound node allowing a sound to be sync with another without a strong cut in and out.
To make this it would be more effective to have a dedicated window pretty much like the animation tracks with basics sound editing functions.
More sound node type, like a node with multiples sounds/audiostream inside that can switch from one to another depending on a var state.
A node that plays audiostream in sequence or at random.
Just check the basic functions in Wwise. Godot is powerful enough to skip entirely the use for a audio middleware for adaptative music…
What exactly do you have in mind? I’m not an professional sound engineer, but the last time I worked with sound effects in Godot it appears very mature and feature rich for me.
So what are you missing currently?
Well some basic sound handling like having entry and exit points on a sound node allowing a sound to be sync with another without a strong cut in and out. To make this it would be more effective to have a dedicated window pretty much like the animation tracks with basics sound editing functions.
More sound node type, like a node with multiples sounds/audiostream inside that can switch from one to another depending on a var state. A node that plays audiostream in sequence or at random.
Just check the basic functions in Wwise. Godot is powerful enough to skip entirely the use for a audio middleware for adaptative music…
You can also check Godot mixing desk, a Godot add-on to make adaptative music that is not very handy to use…