A Godot C++ module providing GDScript bindings and integration helpers for the FMOD Studio audio middleware API.
godot-fmod-integration is a C++ module for the Godot game engine that integrates FMOD Studio, a professional audio middleware. It exposes most of the FMOD Studio API to GDScript, enabling advanced audio features like 3D positional sound, interactive music, and real-time event authoring within Godot projects. The module bridges professional audio middleware capabilities with Godot's accessible workflow.
Godot developers seeking professional-grade audio features like interactive music, 3D positional sound, and real-time audio authoring in their games. It is particularly useful for projects requiring complex audio behaviors beyond basic sound playback.
Developers choose this module to access FMOD Studio's professional audio tools directly within Godot's GDScript, offering both low-level API control and high-level convenience helpers. It provides features like timeline callbacks for rhythm mechanics and real-time authoring, which are not natively available in Godot.
FMOD Studio middleware integration and scripting API bindings for the Godot game engine.
Exposes FMOD Studio API to GDScript, enabling advanced audio like 3D positional sound and interactive music systems directly in Godot, as shown in the basic usage examples.
Supports LIVE_UPDATE for connecting the FMOD Studio editor to a running Godot project, allowing iterative audio design without restarting, mentioned in the initialization code.
Provides functions like play_one_shot and automatic 3D audio attachment to nodes, simplifying common game audio tasks with automatic cleanup, as detailed in the integration helpers section.
Integrates timeline marker and beat callbacks with Godot's signal system, ideal for implementing rhythm-based game mechanics, demonstrated in the callback examples.
The creator has ceased active maintenance and recommends a GDNative fork for new projects, risking compatibility issues and lack of bug fixes, as stated in the README update.
The README admits that some FMOD Studio API functions are not yet exposed, limiting low-level control for advanced users who need full FMOD capabilities.
Requires compiling Godot with the C++ module or using potentially outdated precompiled binaries, adding setup complexity compared to drop-in assets, as noted in the building instructions.
Depends on FMOD, which requires licensing for commercial release, introducing additional cost and legal overhead, as highlighted in the licensing disclaimer.
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