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(+1)

This is super helpful feedback- thank you! I had such a hard time wrangling my sound scheduling. I even tried a method where I output samples with a second of silent lead up so I can query the godot audio engine for its current buffer latency (something I found possible form a github issue), but I still couldn't get it to be as consistent as I wanted. It looks like there's actually a PR for godot 4.7 that may be accepted which allows more fine tune control / scheduling with the engine so there isn't a need for so much hackiness. 

I plan on giving this game another round of design outside of any hard deadline because I really wanna get this feeling right. 

Thanks again for playing and for the feedback

(+1)

Nice. Good luck! I use unity so I have no idea about the technical details on godot audio :( but yeah, delay handling is the first programming thing to solve, or the first design thing to go around, if you can't solve the delay the 'right way' haha

In Unity you can schedule audio ahead of time. But playing a sound on demand will ALWAYS give you a delay that's too big to be acceptable as the success/failure feedback sound