+4 votes

I'm sure i'm missing something very obvious but I can't see how to add my audio samples into the sample player?

in Engine by (290 points)

1 Answer

+3 votes
Best answer


I bumped against this as well. But from what I found there isn't currently an audio sample library or sample player in Godot 3.0.

What I did instead, and perhaps will work for you, was to create an AudioStreamPlayer node for each sound effect and loaded my wav file via the "Stream" property . For my case in the scene representing the player I only had one or two sounds I wanted to emit.

In the script for the player I got a reference to these nodes and used the play method to trigger the audio:

var jump_sound

func _ready():
    jump_sound = get_node("Jump")

fun _input(event):
    if event.is_action_pressed("player_jump"):


I used this pattern in several places and am happy enough with it. I imagine it could become a chore with larger setups, and I don't know about mixing or anything yet.

Hope that helps!

by (50 points)
selected by

I have hundreds of sound effects in my project. I am not sure this is a good solution for me.

I have several audio too in my project so....I think is not for either...

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