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godot-fmod-integration
Discontinued FMOD Studio middleware integration and scripting API bindings for the Godot game engine. [Moved to: https://github.com/shinobi-lx/godot-fmod-integration] (by alexfonseka)
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Godot-Mixing-Desk
A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
I genuinely believe that porting should be successfuland hasstle free since the engine is afterall recompiled to work work with fmod using this module (https://github.com/alexfonseka/godot-fmod-integration), and then recompile the fmod version of the engine to the consoles. But for some reason I thought that it might cause some issues or possibly even completely not work, since the module is afterall made and tested on the officially supported platforms for godot, and not the consoles... I am not very experienced in compiling, especially when it comes to game engines, but I am willing to learn the process if the end result is promising/works perfectly fine hassle-free.
It's a shameless plug, but if you ever run into any issues with FMOD, my Mixing Desk plugin can handle interactive music like that pretty easily! Adaptive/interactive music is something I've studied for years, and I put it all into that plugin :)
Related posts
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Wonder if it's possible to create music using code.
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Hey has anyone experimented with something like this in Godot? I’m looking for a push in the right direction.
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Which tween transition do you use for music?
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is there any open source clone of gamemaker?
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How would I join these two audio tracks without latency?