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Reply From: |
YeOldeDM |
For whatever reason, your sounds are being added to the playlist as Mono, but they are Stereo samples.
I tried opening the sample in Audacity and re-exporting the .wav (without making any changes at all), and now it will load up in Godot as a stereo sample that works.
I just tried that, and the problem persists for me…
Cobra! | 2017-02-07 21:47
Audio will be reworked in 3.0, maybe it will have less issues
Zylann | 2017-02-08 00:01
I did some tests:
First, your sounds are stereo, but imported as mono, as found by YeOldeDM.
Second, they all have different sample rates: 96KHz, 48KHz and 44.1KHz.
I tried importing the first one, but it didn’t work due to the following error:
ERROR: ResourceFormatLoaderWAV::load: Format not supported for WAVE file (not PCM). Save WAVE files as uncompressed PCM instead.
However, I tried to change it to 44.1KHz, normalize it and export it in PCM WAVE, restart Godot… and still can’t import it so I believe there is a bug.
Zylann | 2017-02-08 00:13
Okay, how do I fix the problem with them being imported as mono? I would rather drag and drop the files than using the import tool, because if I did that, the files will be encrypted, which I don’t want, I want to keep my game open for modding.
Cobra! | 2017-02-08 12:30
Okay, thanks for the github issue post.
Cobra! | 2017-02-08 19:07
Is there anything I can do in the meantime? I need to have some sound effects in my game.
Cobra! | 2017-02-10 19:58
I don’t know, you could try other sounds?
This is just incredible that Godot fails to import one sound, even after closing Godot, re-export the sound under different names under a standard format, clear the project cache and restart Godot, it still doesn’t want to import the sound. Same stupid errors are logged in the console, like “WAVE sound is not PCM” (but it IS pcm, I just reexported it from Audacity ^^").
This is megaweird because I am able to have sounds in my game without any problem
I really hope someone finds what’s going on because I’m clueless.
Zylann | 2017-02-10 23:19
However, the good news is, copying the WAV file (the reexported one) directly in the project seems to work. yay!
But it doesn’t explain why importing it as WAV or OGG is not working…
Zylann | 2017-02-10 23:31
I figured it out (with some help), it was because the wavs were 32-bit, and Godot only seemed to support 16-bit wavs, so I reimported them as such, and they worked!
Cobra! | 2017-02-12 15:46
Good catch! What’s even the point of importing if you have to do that manually xD
Zylann | 2017-02-12 16:01