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Localization remap doesn't work for Ogg Vorbis sounds, when language is changed at run-time #42847
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problem is real! |
Can you test this with MP3 sounds instead of Ogg Vorbis? |
yes I checked. |
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
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In this test set, it works correctly. But later one of the localizations will stop working. Just press various buttons and press the play button. |
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:
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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
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