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This is something that can apply to literally any project with large amounts of soundtrack. I am both a dev and a music composer, and I'm working on expanding a project of mine (https://da-flarf.itch.io/under-gunstruction-fixed). It is a top down dungeon crawler speedrun game with movement tech.
I intend to have quite a bit of soundtrack. In order to cut down on the space used by the soundtrack, I'd like to use the impulse tracker file format (.it). This will cut down on the space in game and also let my music be rippable (if I want it to be) for any aspiring composers or remix artists.
Describe the problem or limitation you are having in your project
The godot engine only supports streamed audio, which is stupid and makes games FAT. It gets confused, bewildered, and otherwise confuzzled at any file type other than .wav, .mp3, and .ogg. This closes the door to a lot of different kinds of projects one would otherwise be able to make in godot such as DAWs, trackers, Daw-tracker hybrids, chiptune makers, and pretty much any game that wants to be optimized.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
By adding support for sequenced music formats (.it, .xm, .mod, .s3m, .mid), new types of projects would be able to be made in godot and games would be more easily optimized.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
The easiest implementation I can think of is taking the playback portion of OpenMPT's code and importing it into godot. This would be perfectly legal BTW
Describe the project you are working on
This is something that can apply to literally any project with large amounts of soundtrack. I am both a dev and a music composer, and I'm working on expanding a project of mine (https://da-flarf.itch.io/under-gunstruction-fixed). It is a top down dungeon crawler speedrun game with movement tech.
I intend to have quite a bit of soundtrack. In order to cut down on the space used by the soundtrack, I'd like to use the impulse tracker file format (.it). This will cut down on the space in game and also let my music be rippable (if I want it to be) for any aspiring composers or remix artists.
Describe the problem or limitation you are having in your project
The godot engine only supports streamed audio, which is stupid and makes games FAT. It gets confused, bewildered, and otherwise confuzzled at any file type other than .wav, .mp3, and .ogg. This closes the door to a lot of different kinds of projects one would otherwise be able to make in godot such as DAWs, trackers, Daw-tracker hybrids, chiptune makers, and pretty much any game that wants to be optimized.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
By adding support for sequenced music formats (.it, .xm, .mod, .s3m, .mid), new types of projects would be able to be made in godot and games would be more easily optimized.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
The easiest implementation I can think of is taking the playback portion of OpenMPT's code and importing it into godot. This would be perfectly legal BTW
https://wiki.openmpt.org/Main_Page
I'd do it myself but godot is in c++ and my c++ is pretty rusty
If this enhancement will not be used often, can it be worked around with a few lines of script?
No. This is an issue of reading an entirely different type of file. That would take a few hundred lines of script.
Is there a reason why this should be core and not an add-on in the asset library?
This is about optimizing games, reducing unnecessary file sizes, and opening the door to new types of music themed projects
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