ive been doing some music programming for our game lately. there's rhythm game elements, so there needs to be some kind of… rhythm. i spent the past few weeks trying to teach myself the basics of music theory.
i use fmod which is pretty cool. i found out pretty early on that if you want a complex audio environment, the standard godot audio middleware isn't enough. so i've also been learning fmod.

what i like about fmod is the events. so, for example, i want to play a sound effect whenever the character in game types on a keyboard. so for every simulated "keystroke" i want the audio to play some sound effect that sounds like a keyboard. fmod makes this pretty easy. through a function, i call an event called "typing" and specify the parameters - so the exact typing sound i want it to make. this is extremely convenient and makes so many things easier.

i don't really know a lot about music. again, i've been learning it. but to code a rhythm game, i need to get to know the basics. i've been reading up about chord progressions and major keys and the like. so currently, our rhythm game has one "song": it's a c# major chord progression i recorded. which i find funny, because the script evoking this chord progression is also written in c#.
now there needs to be rhythm. programming hitting a music note and the like. the code needs to recognize a beat in which it can spawn child scenes (little notes that the player needs to hit). so i programmed a metronome. i have to learn music time math for this.

lots to do


#gamedev #godot #fmod

still need help with this. please repost if you can 


#duckduckfedi #godot #fmod #gamedev

hello! i am looking to fix a particular issue with #godot, #gut, and #fmod.
i am trying to establish a ci pipeline that does a godot unit test on each push through github actions. with this i am using the command-line script that comes with gut.
godot --headless --path "$PWD" addons/gut/gut_cmdln.gd

it initialises fine, however it stops at fmod initialising.

[FMOD INFO] ../../../core_api/src/fmod_systemi_sound.cpp in SystemI::createSoundInternal(): Sample 0/1: name='click', format=5, channels=2, frequency=48000, lengthbytes=4736, lengthpcm=24000, pcmblocksize=0, loopstart=0, loopend=0, mode=0x00000000, channelmask=0x00000000, channelorder=0, peakvolume=0.332162.

after this, gut does nothing until i exit the script manually. i am not sure how to proceed from here and my googlefu is failing. did anybody try to do something similar and how did they proceed?
#gamedev #duckduckfedi


#godot #gut #fmod #duckduckfedi #godot #gut #fmod #gamedev #duckduckfedi

I have finally updated my dormant fork of FMOD for Godot to the latest versions. It now supports FMOD 2.03.13 and Godot 4.6.2.

https://github.com/dahnielson/fmod-for-godot/releases/tag/fmod-20313-for-godot-4.6.2

#godot #godotengine #fmod

Release FMOD 2.03.13 for Godot 4.6.2 (Alpha 5) · dahnielson/fmod-for-godot

Changes: Upgrade to FMOD 2.03.13 Upgrade to Godot 4.6.2

GitHub
Our current #FMOD Studio 2.03.13 game audio course overview for May 2026, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com

Practicing adaptive audio in FMOD.

#fmod #middleware #gameaudio #gamedev #indiedev

Made good progress getting #FMOD GDExtension working on the web (HTML5). Bank loading seems to work now. Only outstanding issue is that no sound plays because FMOD wasm wants to be run from the main module, but due to the nature of GDExtension (they are always side modules) this leads to incompatibility in setup. Asked the FMOD team for help now. Perhaps I am missing something obvious: https://qa.fmod.com/t/trying-to-build-fmod-html5-as-gdextension/23774
Trying to build FMOD HTML5 as gdextension

Hello, Naturally, gdextension .wasms are side modules, while Godot itself runs as a wasm main module. My understanding is that currently, the FMOD HTML5 assumes it is always run from a main module. This means, trying to use the FMOD HTML5 wasm in a side module will not work, and one gets errors such as Uncaught TypeError: Module.FMOD_JS_MixerFastpathFunction is not a function What is the recommendation here? Does Godot Engine need a new way of using wasm into its main module? Is there anythin...

FMOD Forums
Our current #FMOD Studio 2.03.10 game audio course overview for November 2025, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com
Our current #FMOD Studio 2.03.09 game audio course overview for September 2025, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com

I’m thrilled to share that I’ve been invited to speak at this year’s High Score event at Melbourne International Games Week; I’ll be on the panel "How To Speak Dev and Influence Designers" about music and game development.

Tickets and info at:
www.vmdo.com.au/high-score-2025

High Score
4 – 5 October 2025
ACMI, Fed Square, Melbourne

#HighScore2025 #Games #MIGW25 #CreativeVictoria #CreativeState #VicCreatives #MusicIndustry #VMDO #MusicAustralia #APRAAMCOS #FMOD