Hello, dear Greenfeet friends! May the grass be soft beneath your feet!
This week, I put on my sound designer hat. The game was really lagging behind in this area, partly due to a lack of time investment, but also (as I recently realized) due to the lack of the right tool. The Bevy engine provides very few built-in audio features, meaning everything has to be coded manually: instance limiting (to avoid sound saturation), alternative sounds (like Mario 64’s jump variations), fades... it's all up to the developer to handle, which takes time and energy.
But I was lucky to come across a tutorial for the FMOD engine, and I realized it was the perfect tool for my situation. All the essential audio mechanisms are built-in, and integrating it into Bevy is incredibly simple, just a few lines of code. So, naturally, I adopted the technology and integrated it into the game. There are now around forty sounds, including effects, ambiances, and music (five times more than before) all in just two days of work!
That's a wrap for this week. Thank you for reading!
PS: don't forget you can wishlist Greenfeet Haven on Steam, so you don't miss when it's out!