Chirp 0.1.0 Tools 4.6 Community
Submitted by user reshiramoo; MIT; 2026-10-31
FMOD-style audio events for Godot, built entirely on Godot's own audio engine. No native libraries, so it runs anywhere Godot does: desktop, Android, iOS and web.
- Events instead of loose AudioStreamPlayers: playlists, randomization, layering, delays, envelopes and voice limits, all as resources you tweak without touching code. Any audio file in a sound folder is already an event.
- Parameters that game code sets ("Speed", "Danger") or that Chirp fills in from the listener (distance, direction, speed), driving volume, pitch, pan and effects through curves.
- Interactive music on timelines: loop regions, sustain points, transitions quantized to the beat or bar with crossfades, bridges and stingers, tempo markers and beat signals, with seamless loops for WAV, Ogg and MP3.
- Parameter sheets: layers along a parameter with crossfades, like an engine's RPM.
- Mixing: bus volumes, VCAs, snapshots (a muffled pause menu), ducking (music under dialogue), bus automation and pausing by bus.
- Emitters: drop-in 2D/3D nodes that play on ready, on contact, on click and more, plus parameter triggers for areas.
- Voice budget with virtual voices, and preloading, for mobile.
- Editor tools: an event browser, a timeline and parameter-sheet editor with waveforms, automation lanes, tempo tools and live parameter sliders, warnings for authoring mistakes, a profiler and attenuation gizmos.
Requires Godot 4.6 or later. Documentation: https://github.com/Reshiramoo/chirp
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