#audioserver
Auf die Krim und weiter kommteinfach indem man 1en Radiotransponder bei Astra oder Eutelsat mietet. Den können die Russki ned jammen weil sonst 20+ andere Radiokanäle aus der EU mit tschari gehen. Zivile Sats jammen ist 1 No-Go. Mit Streaming kommst genauso auf die Krim, auch wenn der Audioserver...
September 24, 2026 at 5:04 PM
#Godot Animated StyleBoxes. Added sound effect capabilities, so that you can add interaction noises with just a theme. Unfortunately AudioServer can't play sounds on its own, so I'm just spawning AudioStreamPlayer nodes for now.

Here's a demo 🔊:
(using @kenney.bsky.social's Interface Sounds pack)
December 4, 2024 at 4:14 PM
No new content for my historical korean narrative game, but made this live audio monitoring tool for #Godot that people might find cool!

You can mix "snapshots" of buses, and this window show the live state of your audioserver.

#gamedev #screenshotsaturday #indiedev
November 9, 2024 at 12:22 PM
probably a bad sign that i already have to do `su` `killall -v audioserver` semi-regularly
December 20, 2024 at 1:48 PM
Godot tip!

If you save a custom audio bus layout, remember to update your projects "Default Bus Layout" in the project settings.

Unless you want to spend 10 minutes trying to figure out why the AudioServer only has 1 bus available!
June 8, 2026 at 8:55 PM
você conhece esse método da classe object? talvez exista uma chance dele ajudar, você pode emitir um sinal diferente quando uma certa propriedade do objeto for modificada

docs.godotengine.org/en/4.4/class...
Object
Inherited By: AudioServer, CameraServer, ClassDB, DisplayServer, EditorFileSystemDirectory, EditorInterface, EditorPaths, EditorSelection, EditorUndoRedoManager, EditorVCSInterface, Engine, EngineD...
docs.godotengine.org
October 7, 2025 at 1:38 AM
Jetzt verfügbar: Loxone Config & App 14.7
Verfolgt unseren Livestream und erhaltet alle Informationen aus erster Hand: www.loxone.com/dede/blog/co...

#LoxoneConfig #LoxoneApp #Audioserver #BuildingAutomation #SmartHome #Loxone
February 27, 2024 at 10:02 AM
Yeah! First impression of it was really good.

I still need to avoid abstractions like that for my main work since I want all nonsense to be my own Nifflas nonsense, so I'm going the bare bone RenderingServer/Input/AudioServer approach. But I may use the node stuff for prototying/tooling
April 14, 2026 at 11:03 AM
After bashing the bricks in my laptop together, I have figured out:
- How to work with audioServer and Recording busses.
- How to actively set an audio device.

Now I just need to make sure that the audio device is also my recording device and get the Peak volume so that I can make stuff happen.
> doesn't understand most vtubing and toontuber software.
> Is frustrated by the lack of certain options.

Fine I'll make something myself.
At least then, when it doesn't work, I can only blame myself.
September 30, 2025 at 8:26 PM
Unsure what audioserver could do with the two buses after, dunno if godot could even output to two devices
But you could place player dependent effects on each before joining master?
July 30, 2026 at 3:39 AM
For the first picture you can find the documentation for both the methods here: docs.godotengine.org/en/stable/cl...

The second picture is DialogueManager! github.com/nathanhoad/g...
Object
Inherited By: AudioServer, CameraServer, ClassDB, DisplayServer, EditorFileSystemDirectory, EditorInterface, EditorPaths, EditorSelection, EditorUndoRedoManager, EditorVCSInterface, Engine, EngineD...
docs.godotengine.org
April 4, 2025 at 5:10 PM
I didn't read source code yet but I wonder this would be help for me...

docs.godotengine.org/en/stable/cl...
Object
Inherited By: AudioServer, CameraServer, ClassDB, DisplayServer, EditorFileSystemDirectory, EditorInterface, EditorPaths, EditorSelection, EditorUndoRedoManager, EditorVCSInterface, Engine, EngineD...
docs.godotengine.org
January 29, 2025 at 4:57 PM
100%

If I go for Godot (bare bone renderserver/input/audioserver approach) it'll be C#

I can't use gdscript because I don't want to lock my code to one engine - I already use my code outside Unity a lot since I write lots of it engine-agnostic
June 18, 2026 at 9:53 AM
Happy new yr!
In ~1 hr, got cross-fade of music working using godot AudioServer parallel method tweening. Most of the time was spent remembering that gdscript Callable.bind() puts the additional parameters AFTER the ones .call() is passed. I've been conditioned to the opposite from other languages.
January 1, 2025 at 10:34 AM
still kinda baffling to me that AudioServer doesn't have the same low-level access that RenderingServer does to just play sounds directly tbh
August 18, 2026 at 7:13 PM
So, I just had to navigate through the AudioStream nodes in Godot to find the AudioServer, the AudioEffect resource it can call, which can use AudioEffectSpectrumAnalyzer, and from there to the page on AudioEffectSpectrumAnalyzerInstance, which has the method I'm looking for.
September 1, 2024 at 11:23 PM
Was nimmt man denn heute als Audioserver auf dem raspPi? Navidrom, Ampache und Emby sind schon rausgeflogen. Plex hat zum 2.Mal seine eigene DB zerstört.
Jellyfin? Koel?
June 6, 2025 at 12:26 PM
Godot best practices for signals?
mechTigerhawk: > a tutorial on Godot it’s a bad tutorial from that code you posted. mechTigerhawk: > I’m never a fan of strings you don’t use strings with signals, not in godot 4. Godot Engine documentation ### Object Inherited By: AudioServer, CameraServer, ClassDB, DisplayServer, EditorFileSystemDirectory, EditorInterface, EditorPaths, EditorSelection, EditorUndoRedoManager, EditorVCSInterface, Engine, EngineD... > As seen above, the recommended method to `connect` signals is not connect. The code block below shows the four options for connecting signals, using either this legacy method or the recommended `Signal.connect`, and using either an implicit `Callable` or a manually defined one. > > > func _ready(): > var button = Button.new() > # Option 1: Object.connect() with an implicit Callable for the defined function. > button.connect("button_down", _on_button_down) > # Option 2: Object.connect() with a constructed Callable using a target object and method name. > button.connect("button_down", Callable(self, "_on_button_down")) > # Option 3: Signal.connect() with an implicit Callable for the defined function. > button.button_down.connect(_on_button_down) > # Option 4: Signal.connect() with a constructed Callable using a target object and method name. > button.button_down.connect(Callable(self, "_on_button_down")) > > func _on_button_down(): > print("Button down!") > > > While all options have the same outcome (**button** ’s `BaseButton.button_down` signal will be connected to **_on_button_down**), option 3 offers the best validation: it will print a compile-time error if either the **button_down** `Signal` or the **_on_button_down** `Callable` are not defined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if **“button_down”** doesn’t correspond to a signal, or if **“_on_button_down”** is not a registered method in the object **self**. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
forum.godotengine.org
March 17, 2025 at 3:19 AM
u did *not* look bc the docs have tons of (well documented) methods for the audioserver object. not going to bother any more here bc 1st if u keep this mindset of everything ELSE being at fault u wont do anything anyways, and 2nd this is annoying, probably especially for OP atp
December 6, 2024 at 1:09 AM
audioserver
December 5, 2024 at 10:23 PM