Wiki
  • Homepage
  • Player's Manual
    • Controls
    • Skills
    • Objects
    • Credits
  • Contributing
    • Getting Started
      • Programs and Files
      • Cloning the GitHub Project
      • Git Structure
      • Submitting Changes
    • Level Design
      • Basic Level Setup
      • Creating Static.tscn
      • Creating Collision.tscn
      • Stage Triggers
        • Using StageTrigger.tscn
        • Camera Triggers
        • Culling Triggers
        • Death Triggers
        • Dialog Triggers
        • Jump Triggers
        • Path Triggers
        • Automation Triggers
        • Drift Triggers
        • Foothold Triggers
        • Platform Triggers
        • Sidle Triggers
      • Stage Objects
      • Placing Objects Along the Path
    • Playtesting
      • General Shortcuts
      • Debug Menu
      • Free Camera Mode
      • Using the Editor for Playtesting
    • Submitting a Bug Report
    • Documentation Style Guide
  • Asset Guidelines
    • Source Files
    • Asset Ripping Reference
      • Original Model Files
    • Asset Editing Reference
      • Editing Environment Models
      • Editing Collision Models
      • All About Curves
      • Exporting Models from Blender
    • Resources Files
      • CameraSettingsResource
    • Miscellaneous Notes
  • Godot Guidelines
    • File Guides
      • File Structure
      • Naming Files
    • Project Settings
      • Tag Reference
      • Layer Reference
    • Particle Effects
    • Audio
  • CODE GUIDELINES
    • Language Specifications
    • Formatting
    • General guidelines
    • Attributes
    • Floating Point Numbers
Powered by GitBook
On this page
  • Sound Types
  • Group Sounds
  1. Godot Guidelines

Audio

Sound Types

There are 4 different channels for sounds.

  1. Background music (BGM) - Exclusively used for music.

  2. Sound effects (SFX) - Used to play object and environment sounds.

  3. Voice - Used for dialog (Note: Sonic's in-game grunts count as dialog as well).

  4. Break - Used for audio that should be muted during break skills.

Group Sounds

For spatial sounds that play at the same time (i.e. spike panels, enemy spawning, etc.), attach the "GroupAudioStreamPlayer3D.cs" script. This script makes the sound effect's volume "duck" depending on how many other sounds in that group are already being played. Without it, sound effects often end up becoming too loud.

Guidelines for creating the group names:

  • Groups should be written in snake_case.

  • Each object should have its own group.

  • Specific actions should be formatted as object_action.

Examples of group names: spike_panel, majin_spawn, majin_flame.

PreviousParticle EffectsNextLanguage Specifications