[Csnd] GodotCon 2026 talk: Interactive audio with Csound and Godot
| Date | 2026-08-17 06:08 |
| From | Werner Mendizabal |
| Subject | [Csnd] GodotCon 2026 talk: Interactive audio with Csound and Godot |
Hi everyone, My GodotCon 2026 talk, “Beyond Audio Playback: Building Interactive Audio Systems in Godot,” is now available on YouTube: https://www.youtube.com/watch?v=tl65HJZKCAM The talk demonstrates some of the work I’ve been doing with Csound and Godot, including using Csound for real-time synthesis, procedural audio, and interactive music that responds directly to gameplay. A large part of the presentation is a playable game demo showing how these ideas can work together in practice rather than just as isolated technical examples. I thought people here might enjoy seeing another way Csound can be used for interactive audio and game development. Thanks! Werner |
| Date | 2026-08-17 17:51 |
| From | Victor Lazzarini <000010b17ddd988e-dmarc-request@LISTSERV.HEANET.IE> |
| Subject | Re: [Csnd] [EXTERNAL] [Csnd] GodotCon 2026 talk: Interactive audio with Csound and Godot |
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Thanks for this, it was a very interesting talk. It's great to have an overview of all these tools and how they fit together.
From the comments in the video, it looks like libgodot is not reentrant. Do you know how hard it would be to make it so? We had that situation to deal with in the early 2000s with Csound before 5.0.
Prof. Victor Lazzarini
Maynooth University
Ireland
On 17 Aug 2026, at 06:09, Werner Mendizabal <nonameentername@gmail.com> wrote:
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| Date | 2026-08-18 01:02 |
| From | Werner Mendizabal |
| Subject | Re: [Csnd] [EXTERNAL] [Csnd] GodotCon 2026 talk: Interactive audio with Csound and Godot |
My understanding is that this would be a fairly significant architectural change. Godot relies heavily on static/global singletons, so making multiple completely independent engine instances coexist in the same process would likely require moving a lot of that state into per-instance contexts. There’s also the GDExtension side of it. Even if Godot itself became reentrant, extensions may have their own static/global state or assumptions that only one Godot instance exists, so there probably isn’t a general solution that would automatically make every existing extension work correctly with multiple instances. One possible workaround I’ve been thinking about for audio plugins is WebAssembly. If the audio/plugin side can be compiled to WASM and instantiated separately, that could provide a more isolated runtime boundary and avoid some of the problems caused by native static/global state. It wouldn’t make Godot itself reentrant, but it could make certain plugin architectures easier to isolate. That’s also one reason I’ve been interested in process isolation for some of this work: it avoids requiring Godot and every dependency/extension to be designed for multiple instances in the same process. On Mon, Aug 17, 2026 at 11:51 AM Victor Lazzarini <000010b17ddd988e-dmarc-request@listserv.heanet.ie> wrote:
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