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Game Development with Blender and Godot

You're reading from   Game Development with Blender and Godot Leverage the combined power of Blender and Godot for building a point-and-click adventure game

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781801816021
Length 330 pages
Edition 1st Edition
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Author (1):
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Kumsal Obuz Kumsal Obuz
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Kumsal Obuz
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Table of Contents (20) Chapters Close

Preface 1. Part 1: 3D Assets with Blender
2. Chapter 1: Creating Low-Poly Models FREE CHAPTER 3. Chapter 2: Building Materials and Shaders 4. Chapter 3: Adding and Creating Textures 5. Chapter 4: Adjusting Cameras and Lights 6. Chapter 5: Setting Up Animation and Rigging 7. Part 2: Asset Management
8. Chapter 6: Exporting Blender Assets 9. Chapter 7: Importing Blender Assets into Godot 10. Chapter 8: Adding Sound Assets 11. Part 3: Clara’s Fortune – An Adventure Game
12. Chapter 9: Designing the Level 13. Chapter 10: Making Things Look Better with Lights and Shadows 14. Chapter 11: Creating the User Interface 15. Chapter 12: Interacting with the World through Camera and Character Controllers 16. Chapter 13: Finishing with Sound and Animation 17. Chapter 14: Conclusion 18. Index 19. Other Books You May Enjoy

Playing audio in Godot

Since Godot uses nodes for almost everything, it is no different for playing sounds. To play an audio file, there are nodes you can attach to your scene, and you can configure them according to whether it’s for a 2D or 3D game. We’ll focus on different audio players Godot uses in this section.

No matter what audio file type you choose, you will be able to play it with the nodes we’ll present in this section. The experience you’ll feel will be different, of course, based on the node type, but this is something you have to decide, depending on the type of game you are making. So, let’s look at the audio streamer nodes Godot uses so that you can pick the appropriate one. Your three choices are as follows:

  • AudioStreamPlayer: This node’s official definition is somewhat dry; it plays audio non-positionally. What this means is that you are not concerned with which direction the audio is coming from. For an FPS game...
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