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Implement AudioStreamRoundRobin #5231
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This already exists. It's called AudioStreamRandomizer. |
@KoBeWi Wouldn't that just change the pitch, and it be impossible to replace the audio stream itself? |
You can disable pitch randomization. And it supports adding and removing streams and also you can specify in what order they are played. I'd suggest reading the docs :v |
Oh, I didn't notice it because it was folded. That might be enough, thanks. |
Repository owner
moved this from In Discussion
to Implemented
in Godot Proposal Metaverse
Aug 23, 2022
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Describe the project you are working on
3D platformer
Describe the problem or limitation you are having in your project
It is necessary to generate an array and cache each time to play audio at random.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
With AudioStreamRoundRobin, which can play audio at random, it would be easy to prepare and playback several patterns of footsteps or voices.
In addition, presuming the AudioTrack commented on in godotengine/godot#55218 (comment) is improved, it is expected to work well with the AudioTrack in Animation.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
It would be implemented similar to AudioStreamPlaylist in godotengine/godot#64488.
The difference is that only one audio from the list will be played each time, and it is possible to set the percentage of audio occurrence for each audio.
If this enhancement will not be used often, can it be worked around with a few lines of script?
Creating a controller is not that difficult, but combining it with AudioTrack is difficult.
Is there a reason why this should be core and not an add-on in the asset library?
The audio stream relates deeply to the core.
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