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Sound namer
Description
The sound namer extension
This extension allows you to manage sounds by using names (strings) instead of channels, allowing to do things like: -Play 1 sound multiple times and manage the last one played -Play 1 sound multiple times without stopping latest sounds played -Get and manage the current timestamp of the sounds playing
How to use the extension
Play sounds with a name: -Use the "Play a sound on channel" action. -In the channel identifier field, use the SoundNamer::GiveName("InsertName") expression. -Inside the expression, put the name you want to identify this name with.
Manage the sounds with a name: -You can either use the actions, expressions and conditions that come with the extension. -Or use the SoundNamer::Name("SoundName") expression. This expression returns the channel of the sound identified with this name.
Checklist
- [X] I've followed all of the best practices.
- [X] I confirm that this extension can be integrated to this GitHub repository, distributed and MIT licensed.
- [X] I am aware that the extension may be updated by anyone, and do not need my explicit consent to do so.
What tier of review do you aim for your extension?
Community (Unreviewed)
Example file
Extension file
Hello @Kennoir thank you for submitting this awesome extension โค๏ธ
What cases you think the players will be using this extension for ? Why they would go with sound name, not sound channel (number) ?
Few things require fix: 1- I noticed few events that are disabled in the extension, can you please delete any disabled events. 2- Please follow the best extension practices rules, for example: the variable AudiPlayAudioExt.AudioName should be __AudioNamer.AudiPlayAudioExt.AudioName (__AudioNmaer.your variable name) same thing apply to all variables in the extension.
Let me know when you fix this issues so I can review the extension ๐
Hello @Kennoir thank you for submitting this awesome extension โค๏ธ
I surely abandoned this project but i took it back and here we go.
What cases you think the players will be using this extension for ? Why they would go with sound name, not sound channel (number) ?
1 - Let's say, in a way this extension mixes the advantages of Play a sound
action and Play a sound on a channel
in a pretty cool way.
If someone wants to make enemies do a sound, like a "roar" when getting nearby the player, they use Play a sound
action, this helps for easy sound playing for any enemy instance, but you're not able to manage the sound after playing it, you can't change it's volume, unless you change global volume, you can't stop the sound, unless you stop all sounds using said action, and you can't change it's pitch or fade it out.
These disavantages are gone when using Play a sound on a channel
, but the only thing Play a sound
has that Play a sound on a channel
doesn't, is the freedom of playing the sound without caring of overriding already playing sounds, therefore, this extension cleans out that disavantage by giving an identifier that uses a "name" instead of a channel, we still use channels, but the channel of the sound is accessed through the identifier.
So every enemy can play the roar sound, without overriding other roar sounds from other enemies, and even better, they can stop it when getting killed or getting far away, without stopping the other sounds.
2 - This helps in revoking the effect of "what channel should i use to play this sound?" and "is this channel already used by another sound i forgot?!"
Few things require fix: 1- I noticed few events that are disabled in the extension, can you please delete any disabled events. 2- Please follow the best extension practices rules, for example: the variable AudiPlayAudioExt.AudioName should be __AudioNamer.AudiPlayAudioExt.AudioName (__AudioNmaer.your variable name) same thing apply to all variables in the extension.
!update SoundId.zip
โ No updates found. Please check your file.
oh yeah, i changed the extension's name