Top Tweets for #SoundManagerPlugin
#SoundManagerPlugin version 3.4.1 out NOW!
What's new:
- Added a "play_deferred()" method to automatically call the "play()" method as deferred.
- The various play_bgm, play_bgs, etc. methods now call this new method by default.
https://t.co/zz2xW0DNqu
#gamedev #indiedev
I released a small update for the #SoundManagerPlugin. Nothing much, I was just checking if it still worked after the #GodotEngine 3.4 update. However, I decided to change the plugin license from the MPL to the more permissive MIT License.
https://t.co/guYJprNMoK
#SoundManagerPlugin version 3.4 is out NOW!
You can find it on GitLab or @itchio, and is currently pending approval for the #Godot Asset Library!
https://t.co/dVd2FVdl9d
https://t.co/zz2xW0DNqu
#indiedev #gamedev #madewithgodot
So, just to start the new year with the right foot:
#SoundManagerPlugin version 3.2 out NOW!
Thanks a lot to zaknafean for the help with this new version and all of their suggestion!
GitLab: https://t.co/zz2xW0DNqu
@itchio: https://t.co/dVd2FVdl9d
And just to prove that we're not slacking off over here, #SoundManagerPlugin version 3.1 out NOW!
With some bug fixes and improved code consistency. Now sound effects and music effects are officially called SE and ME everywhere in the code!
https://t.co/zz2xW0DNqu
Today I already published two bug fixes for the #SoundManagerPlugin. One of those also improved the looks of the dock. They're already upstream, on @itchio and pending approval for the Asset Library. I'm glad I decided to use the plugin for a little project, it's really helping.
Alright, the #SoundManagerPlugin has been updated on the @itchio page, now everything should work. Hopefully. I will let you know when the plugin will be approved on the AssetLib too.
So, while using the #SoundManagerPlugin I found a bug that prevented the user from filling the Audio Files Dictionary from the dock. It was a problem with strings and paths and stuff. Already fixed it, currently uploading the updated Demo project on @itchio. It's taking ages.
https://t.co/qPA5v0vOVy
The #SoundManagerPlugin has officially been approved on the #GodotEngin AssetLib! You can now download the 3.0 version directly from your editor!
https://t.co/OCxn864sqZ
New #devlog on my blog! More info on the #SoundManagerPlugin and the #ClockModule!
I also updated the Sound Manager page. Finally.
#indiedev #gamedev
#SoundManagerPlugin version 3.0 is officially out NOW!
You can find it on GitLab, @itchio and it's currently pending approval for the #GodotEngine Asset Library!
https://t.co/zz2xW0mc1U
https://t.co/dVd2FVuW0L
The brand new #SoundManagerPlugin version 3.0 #MadeWithGodot is finally out NOW!
https://t.co/SFkHiAaEJF
Easier to use, easier to learn, easier to read.
Note that this new version has just been released, so it could still feature some bugs. Let me know if you find any.
Last night while I was trying to fall asleep I suddenly found a workaround for the problem I had with the #SoundManagerPlugin. I implemented nodes preinstantiation and it works. Now I just need to polish the code a bit, update the docs and then I can release the new version.
While I'm at it I decided to use the project I made for testing as an official #SoundManagerPlugin demo. It will be released on GitLab and on @itchio when this new version is out.
Also, who remembers that BGM?
Today I worked some more on the new #SoundManagerPlugin. I gotta say, it's not taking as much time as I thought at first. The module already works using the new code. I'm not sure it's faster or better, I have to monitor it, especially the #GodotEngine editor startup.
So far the work on the #SoundManagerPlugin is going... Good, I think. The dock is basically done. I had to change sooo much in the code. There were lots of things that made me say just... "What's the purpose of this line?". I think it was a good idea to refactor the code. [1/7]
I actually started working on it. #SoundManagerPlugin 3.0. I spent half the day just to rewrite the code for the plugin and the code to match the new design I have in mind.
This is going to take a while, I'm afraid.
So apparently the 2.0 version of the #SoundManagerPlugin is now available on the #GodotEngine Asset Library. Which commit? No idea, didn't check, but it should have all the features. Anyway the 2.1 is now pending for approval.
#SoundManagerPlugin version 2.1 out NOW!
@itchio: https://t.co/dVd2FVdl9d
GitLab: https://t.co/zz2xW0DNqu
#Godot Asset Library: [ Work in Progress ]
[ NEW ]
- Fixed a bug in preloading and preinstantiation of audio files that happened after exporting the game
Ok, so, I found a weird bug on the #SoundManagerPlugin that I really don't know how to solve. Because it's not really on the plugin part, I think that the new #GodotEngine version just changed something that broke it. [1/5]
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