I’m a composer and sound designer, and I want to integrate interactive music to make it adapt to the current state of the game. For example, the player would have a “danger” score that changes the more enemies are nearby. When this score is higher, the music gets more intense. To do this, I want to import my music as separating tracks that overlap each other. I can then fade them in or out.
For this, I require them to be exactly in sync.
From the documentation:
and the comment from waso-mu I conclude that this is not possible directly in Godot.
(It would not be a solution to start all the tracks at the same time and then just blend that in, as my end goal is to make the entire audio of the game a single piece of music that slowly shifts into different subsections to adapt to the player’s location and action. So starting all necessary tracks from the beginning would require me to constantly have hundreds or thousands of muted tracks run in the background. I need to be able to start audio tracks so that they are exactly in sync with the BPM of the currently running tracks.)
First of all, the docs claim to be outdated. Has there been any relevant changes regarding the audio that could solve my problem?
Secondly, Waso-mu suggested using a “separate audio engine” to archive this kind of sync.
What audio engine is optimal to do this in Godot? I used to use Fmod in Unity, but it seems there is no native integration for it. Is using a Plugin to integrate it best practice, or are there better alternatives that have a native implementation?
Thanks in advance for your help
It seems like 4.3 has indeed added something relevant to this.
I yet have to figure out how the new additions actually work, since there does not seem to be documentation on it jet.
For now, I will mark this topic as solved.