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Game Development with Blender and Godot

You're reading from   Game Development with Blender and Godot Leverage the combined power of Blender and Godot for building a point-and-click adventure game

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781801816021
Length 330 pages
Edition 1st Edition
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Author (1):
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Kumsal Obuz Kumsal Obuz
Author Profile Icon Kumsal Obuz
Kumsal Obuz
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Table of Contents (20) Chapters Close

Preface 1. Part 1: 3D Assets with Blender
2. Chapter 1: Creating Low-Poly Models FREE CHAPTER 3. Chapter 2: Building Materials and Shaders 4. Chapter 3: Adding and Creating Textures 5. Chapter 4: Adjusting Cameras and Lights 6. Chapter 5: Setting Up Animation and Rigging 7. Part 2: Asset Management
8. Chapter 6: Exporting Blender Assets 9. Chapter 7: Importing Blender Assets into Godot 10. Chapter 8: Adding Sound Assets 11. Part 3: Clara’s Fortune – An Adventure Game
12. Chapter 9: Designing the Level 13. Chapter 10: Making Things Look Better with Lights and Shadows 14. Chapter 11: Creating the User Interface 15. Chapter 12: Interacting with the World through Camera and Character Controllers 16. Chapter 13: Finishing with Sound and Animation 17. Chapter 14: Conclusion 18. Index 19. Other Books You May Enjoy

Adding Sound Assets

Sound is often the most neglected part of game projects. While creating visual assets may seem hard to do, a lot of us still tackle it because we get quick and reliable feedback, however, most people don’t even know where to start when it comes to producing sound assets. Luckily, there are royalty-free assets out there that you can use.

This chapter will not cover how to make sound assets but how to import them into your game. We will focus on some of the technical aspects of sound management in Godot. This involves learning about the different sound formats the engine supports. Picking the appropriate sound format is no different than ironing out a topology for a 3D model for animation. Choose wisely and, even better, know the benefits and limitations of each format.

Next, you will learn when and how some sound assets should be looped. We’ll investigate the import options for different sound types and mention format-specific differences. We...

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