Add a "shading" language to Audio nodes, to create sounds effects on top of streams #6476
Replies: 2 comments 7 replies
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Moving to discussion, as there is no concrete technical implementation provided. |
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ShaderToy does something similar. This is the default example:
I could not figure out what The result is a Yes, it uses the same language that they use for graphics. I don't know how it works behind the scenes. However, I can imagine that using the GPU to compute an audio buffer this way could use a fragment shader with time passed as a varying uniform and render to a texture, or whatever the equivalent is using compute shaders. From there the buffer would go the audio pipeline. |
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Describe the project you are working on
it's called Godot Engine 😉
just searching how to increase the Godot's power
Describe the problem or limitation you are having in your project
the list of possible effects for sounds is very short
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a thing like shading language to enable to freely post-effect the streams of audio and video players
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
A bit like in a
canvas item
or in aspatial
node, the user can open anEffects
section in the inspector when an Audio or video player is selected. In this section, the user can create a new "AudioShader
" file, using a new language like GLSL to post-effect the stream output.If this enhancement will not be used often, can it be worked around with a few lines of script?
no
Is there a reason why this should be core and not an add-on in the asset library?
it's too hard with an addon
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