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I am currently thinking about the future of this addon and I thought it would be a great idea to ask for feedback from people actually using FMOD what they'd like to see in future. I can start with my wish list of things:
dedicated FMOD section in the project settings where I can specify which .bank files to load and where I can configure FMOD attributes within a UI (instead of code)
preview FMOD event emitters in the editor itself (perhaps some sort of play checkbox?)
Upgrade to Godot 4.0 (GDExtension) #121 introduces FmodEventEmitter2D (previously called FmodEventEmitter) - introduce also FmodEventEmitter3D for 3D projects
"auto discover" FMOD events and make them available within the editor itself. For example, creating an FmodEventEmitter2D could then offer a dropdown of all events contained by the .bank files (this is how it currently works in the Unity integration for FMOD)
debug view in editor of event emitters. For example, we could draw debug lines to show the min/max radius of a sound effect or also its origin in the world
What are features you would expect to see from an FMOD integration that are not implemented yet?
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Hello everyone!
I am currently thinking about the future of this addon and I thought it would be a great idea to ask for feedback from people actually using FMOD what they'd like to see in future. I can start with my wish list of things:
FmodEventEmitter2D
(previously calledFmodEventEmitter
) - introduce alsoFmodEventEmitter3D
for 3D projectsFmodEventEmitter2D
could then offer a dropdown of all events contained by the .bank files (this is how it currently works in the Unity integration for FMOD)What are features you would expect to see from an FMOD integration that are not implemented yet?
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