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Editing AudioStreamSample does not update project files #34185

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Tracked by #76797
GreenBeakCrow opened this issue Dec 7, 2019 · 5 comments
Open
Tracked by #76797

Editing AudioStreamSample does not update project files #34185

GreenBeakCrow opened this issue Dec 7, 2019 · 5 comments

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@GreenBeakCrow
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Godot version:
3.2.master @8eb183aebb9c79ff92d6f566af7ad2f91696ce08

OS/device including version: Arch Linux

Issue description: I have an AudioStreamPlayer that has a stream containing a .wav sound attached. When I edit the properties of said stream (looping properties in my case) those changes won't be saved to disk nor have effect when running a scene. They work in the editor however.

Steps to reproduce: Just create an AudioStreamPlayer, drop a .wav into the stream property and set some valid looping range of the stream. Set the AudioStreamPlayer's autoplay proeprty to true and run the scene. The sound will loop, but the range is not applied, so the sample as a whole is looped.

When instead of running the scene you tick the playing property of the AudioStreamPlayer in the editor, the sample loops just the part given in the stream's properties like expected.

There are two workarounds I know of: either make the stream unique or attach a script to the scene/AudioStreamPlayer/what ever node you like and set the loop properties manually, for example in the _ready function.

Minimal reproduction project:
BugAudioStreamPlayer.zip
Since the looping range is not saved, you have to set some before running the scene/setting "playing". I used values 10000 for Loop Begin and 15000 for Loop End.

@GreenBeakCrow GreenBeakCrow changed the title Editing AudioStreamPlayer does not update project files Editing AudioStreamSample does not update project files Dec 8, 2019
@bojidar-bg
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Shouldn't you set the Loop property in the Import dock, just like the Filter property on textures?

@GreenBeakCrow
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I did. The stream's properties just set the looping range.

@bojidar-bg
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bojidar-bg commented Dec 28, 2019

Ah, indeed, I see the issue now.. My bad 😃
Basically, the Import dock does not allow changing the Loop Range of a .wav, but the Inspector does not (and likely should not) allow either.

@GreenBeakCrow
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I'm not sure if I understand you correctly. It does work setting the loop range in the inspector if I make the AudioStreamPlayer's stream unique. Why shouldn't that be allowed? What would be the appropriate way to set the loop range then?

@KoBeWi
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KoBeWi commented Nov 15, 2020

Still valid in 3.2.3

What would be the appropriate way to set the loop range then?

Via the Import tab like other imported resources. The fact that loop start/end don't appear there is a bug.

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