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55 lines
2.3 KiB
Markdown
55 lines
2.3 KiB
Markdown
# gdfxr
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<img src="icon.png?raw=true" align="right" />
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[](LICENSE)
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[](https://godotengine.org/asset-library/asset/1249)
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[](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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> 🚧 Checkout the [master](https://github.com/timothyqiu/gdfxr/tree/master) branch if you want to use this plugin in Godot 3.
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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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Options for changing Looping, Bit Depth, and Sample Rate are available as import options
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of the `.sfxr` file. You can find these options in Godot editor's Import dock.
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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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## Changelog
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See [CHANGELOG](CHANGELOG.md).
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