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When using a .ogg, the loop property on AudioSreamOGGVorbis is only acknowledge by the editor, and the game uses instead the loop option set when importing the file.
Steps to reproduce:
Add a AudioStreamPlayer with a .ogg file.
Play the audio on the editor. It will loop depending on the AudioSreamOGGVorbis loop property.
Play the audio on the game. It will loop depending on the loop value in the import settings.
This is the same problem textures had in the past. The thing is that you can't edit properties of imported resources - you have to change their import settings. Textures had a warning for that and now seems like their properties are hidden entirely. Same should be done for audio streams probably.
Calinou
changed the title
AudioStreamOGGVorbis ignores the loop property and uses the import setting
AudioStreamOGGVorbis ignores the loop property and uses the import setting due to the saved resource not being able to store metadata
Oct 9, 2020
@Calinou This won't be backported to 3.5 though it seems, will it? It seems like a completely overhauled feature set so probably just for 3.6?
It's a compatibility-breaking change, but I'm not sure if there's any way to fix this without breaking compatibility. It's like DynamicFontData in 3.x not being able to store antialiasing and hinting properties unless you save it to a .tres or .res file.
Godot version:
3.2.3.stable
OS/device including version:
Manjaro Linux, 5.8.11-1-MANJARO
Issue description:
When using a .ogg, the
loop
property on AudioSreamOGGVorbis is only acknowledge by the editor, and the game uses instead the loop option set when importing the file.Steps to reproduce:
Add a AudioStreamPlayer with a .ogg file.
Play the audio on the editor. It will loop depending on the AudioSreamOGGVorbis
loop
property.Play the audio on the game. It will loop depending on the
loop
value in the import settings.Minimal reproduction project:
OGGLoopPreferenceBug.zip
Related to:
#40694
May be related to:
#40359
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