Open Vinsinho opened 3 years ago
problem is real! There was a problem during localization. 50MB of voice acting in wav weighs too much. Sometimes a detected problem leads to a crash or random sound. (My project has ~60 sound files in each language) What exactly is the problem with switching? I would edit the source myself.
Can you test this with MP3 sounds instead of Ogg Vorbis?
Can you test this with MP3 sounds instead of Ogg Vorbis?
yes I checked. Mp3 doesn't work either. Mp3 sometimes distorts the original file after changing the localization.
I remember having a look at this at the time, and I think it had something to do with files having different bitrates (some were 44.1 KHz and others 48KHz), and Godot not updating that information and playing files at a wrong bitrate.
@Valeryn4 can you check if your audio files are all at the same bitrate? And check if there's no issues when switching from files at the same bitrates?
You can use file
to quickly check:
$ file **/*.mp3
assets/file_example_MP3_1MG.mp3: Audio file with ID3 version...320 kbps, 44.1 kHz, Stereo
^^^^^^^^
...
for i in *.wav; do ffmpeg -i "$i" -vn -ar 44100 -ac 2 -b:a 192k "${i%.*}.mp3"; done
$ file ./*.mp3
./donuts.mp3: Audio file with ID3 version 2.4.0, contains:MPEG ADTS, layer III, v1, 192 kbps, 44.1 kHz, Stereo
./eight.mp3: Audio file with ID3 version 2.4.0, contains:MPEG ADTS, layer III, v1, 192 kbps, 44.1 kHz, Stereo
./fishes.mp3: Audio file with ID3 version 2.4.0, contains:MPEG ADTS, layer III, v1, 192 kbps, 44.1 kHz, Stereo
./five.mp3: Audio file with ID3 version 2.4.0, contains:MPEG ADTS, layer III, v1, 192 kbps, 44.1 kHz, Stereo
./flowers.mp3: Audio file with ID3 version 2.4.0, contains:MPEG ADTS, layer III, v1, 192 kbps, 44.1 kHz, Stereo
./four.mp3: Audio file with ID3 version 2.4.0, contains:MPEG ADTS, layer III, v1, 192 kbps, 44.1 kHz, Stereo
In this test set, it works correctly. But later one of the localizations will stop working. test_AUDIO.zip
Just press various buttons and press the play button. mp3 starts chewing sound.
Error in editors 3.5, 3.5.1rc2
The editor closes when working with AudioStreamPlayer. If a file with the *.ogg extension of several megabytes in size is specified in the stream field. And then rename this file, then the import operation will occur and the editor will close either when trying to start a melody (set playing to true), or clear the stream field, it may hang.
Console Output:
EditorSettings: Load OK! Loaded builtin certs EditorSettings: Save OK! Loading resource: res://main_menu_loop_2.ogg Loading resource: res://main.tscn Loading resource: res://main_menu_loop_2.ogg Moving res://main_menu_loop_2.ogg -> res://main_menu_loop_3.ogg Remap: res://main_menu_loop_2.ogg -> res://main_menu_loop_3.ogg Remapping dependencies for: res://main.tscn Loading resource: res://main.tscn Loading resource: res://main_menu_loop_3.ogg FileSystem: calling rescan. FileSystem: saving moved scenes. Loading resource: res://main_menu_loop_3.ogg
Godot version: v3.2.3
OS/device including version: Windows 10
Issue description:
Steps to reproduce: Test 1:
Test 2:
Expected results : Based on the locale, sounds should be remaped to appropriate ogg, even realtime
Minimal reproduction project: TestVO.zip