I thought of how useful this might be for a sound settings screen or special effects, adding these three input values would help, but you would have to make something to work with it.
A bass and treble input, for filtering
A volume input for changing the volume, and possibly making two identical tracks, but one having some special filter, so when something happens and a trigger plays, you could add on to the track like in Mario kart, because as you go through the options, more tracks add onto the main music. Going from simple to complex
So I agree 100% that it makes sense to have a volume input for the Sound. That would be a pretty simple update as well.
I’m not sure I understand the bass/treble filter idea though - I don’t see how that would allow you to add in more complex tracks the way you describe. An equalizer ( https://en.wikipedia.org/wiki/Equalization_(audio) ) just allows you to filter out certain frequencies, not add them in.
Well @grazer , when I say add on I mean have two tracks, one that plays and is simple, but one that also plays but is inaudible, and when a certain thing happens you could make it become audible
So have a Normal track and a filtered version of the track, and you could have the filtered playing silently while the normal one plays, and when something important or bad happened, it would swap around and you would hear the filtered one. That would be my workaround if you didn’t do the bass and treble thing, but kept the volume thing.
Hey @jngthree - I went ahead and added a sound volume input as requested, since it was super easy.
That being said, I think maybe your plan for playing sounds silently in the background might be pretty bad for performance. The only way to tell for sure is to try it, but decoding and playing back audio clips is pretty intensive for both the CPU and memory, so I suspect that playing multiple sounds at once will have a negative impact on your framerate.
I don’t want the music to start over is my problem. Basically when the player dies, I want the music to slow to a stop/have a filter, and when the player respawns, the music fades back to like it was before