2022-02-22 13:54:25 +01:00
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# gdfxr
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<img src="icon.png?raw=true" align="right" />
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[![MIT license](https://img.shields.io/badge/license-MIT-blue.svg)](LICENSE)
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2022-05-30 09:43:46 +02:00
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[![AssetLib](https://img.shields.io/badge/AssetLib-gdfxr-478cbf)](https://godotengine.org/asset-library/asset/1249)
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2022-02-22 13:54:25 +01:00
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[![中文 README](https://img.shields.io/badge/README-%E4%B8%AD%E6%96%87-red)](README-zh_CN.md)
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A Godot plugin that ports [sfxr](https://www.drpetter.se/project_sfxr.html "DrPetter's homepage - sfxr"),
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the popular program of choice to make retro sound effects for games.
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You can use sfxr sound files like regular audio files in Godot and edit sound files like in the
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original sfxr.
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## Installation
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This is a regular plugin for Godot. To install, download the ZIP archive, extract it, and move the
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`addons/` folder it contains into your project folder. Then, enable the plugin in project settings.
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## Usage
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After enabling the plugin, you'll see a bottom panel named "gdfxr" appear.
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This is the sound editor.
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<p align="center">
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<img src="screenshots/editor.png?raw=true" />
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</p>
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Buttons on the left are sound generators of 7 different categories. There are also an option to
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mutate the current sound slightly, and an option to generate a completely random sound.
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These are the buttons you'll be working with most of the time.
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After a random sound is generated with the generator buttons, you can fine-tune the sound with
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the controls on the right.
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The generated sound can be saved and edited later as an `.sfxr` file.
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These files only contain the generator parameters, so they are only about 100 bytes.
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But they can be used directly as regular `AudioStream`s.
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If you want to reuse an existing sound from the original sfxr, make sure to save it with an
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`.sfxr` extension. You can also load & edit the `.sfxr` file with the original sfxr.
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**Note:** Due to performance constraints with GDScript, the editor may freeze a bit when generating
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long sounds. This only happens in-editor.
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Using `.sfxr` files in-game won't generate anything at runtime.
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2022-03-07 12:41:54 +01:00
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## Changelog
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See [CHANGELOG](CHANGELOG.md).
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