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issue225:godot

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issue225:godot [2026/02/01 20:50] d52frissue225:godot [2026/02/01 20:50] (Version actuelle) d52fr
Ligne 12: Ligne 12:
 We can add a bus with the “Add Bus” button at the top. Every time you add a bus, it will link to the previous bus. When you open the tab, you should see a “Master” bus that connects to the speakers. Now if I were to add another bus (you can name it whatever you like, say effects), you will see that it does not connect to the speakers at the bottom of the bus, but it will chain to the master bus (easy way to remember this is that you can only ever patch left, not right). This makes a “choke point” that helps you control the sound in the game, say the master volume or music volume or sound effects volume and so forth, but we will get to that in the future. Let’s talk about “SMB”. Those are for “Solo”, “Mute” and “Bypass” (bypass still does all the work, but does not play the sound). This should already have the gears turning in your head. Usually it is not a good idea to add effects directly to the master, add a bus, add the effect and pipe it to the master. This gives you finer control when it comes to getting your sound “just right”. If you added a bus you don’t need, simply click on it and hit the delete key. You can also do that via the vertical ellipses next to “SMB”. The nice thing is that when you create a cool combo, you can save it and use it in other projects, as it saves in the .tres format, and that is portable between projects. You can also drag and drop audio buses to move them in the chain, they are not static. We can add a bus with the “Add Bus” button at the top. Every time you add a bus, it will link to the previous bus. When you open the tab, you should see a “Master” bus that connects to the speakers. Now if I were to add another bus (you can name it whatever you like, say effects), you will see that it does not connect to the speakers at the bottom of the bus, but it will chain to the master bus (easy way to remember this is that you can only ever patch left, not right). This makes a “choke point” that helps you control the sound in the game, say the master volume or music volume or sound effects volume and so forth, but we will get to that in the future. Let’s talk about “SMB”. Those are for “Solo”, “Mute” and “Bypass” (bypass still does all the work, but does not play the sound). This should already have the gears turning in your head. Usually it is not a good idea to add effects directly to the master, add a bus, add the effect and pipe it to the master. This gives you finer control when it comes to getting your sound “just right”. If you added a bus you don’t need, simply click on it and hit the delete key. You can also do that via the vertical ellipses next to “SMB”. The nice thing is that when you create a cool combo, you can save it and use it in other projects, as it saves in the .tres format, and that is portable between projects. You can also drag and drop audio buses to move them in the chain, they are not static.
  
-**At first glance, the animation tab is rather empty.**+At first glance, the animation tab is rather empty.**
  
-It only comes to life, once you have animations.+**It only comes to life, once you have animations.
  
 I’m lightly going to skim these and we can dive in a bit deeper in a future issue, as with the debugger, it may require an issue on its own. Needless to say, you can see the panel come alive with more things, once you start adding sprite sheets.  I’m lightly going to skim these and we can dive in a bit deeper in a future issue, as with the debugger, it may require an issue on its own. Needless to say, you can see the panel come alive with more things, once you start adding sprite sheets. 
issue225/godot.txt · Dernière modification : 2026/02/01 20:50 de d52fr