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














