Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Some SFX are truncated when applying a reverb effect to the audio bus #69084

Open
Tracked by #76797
nightblade9 opened this issue Nov 23, 2022 · 1 comment
Open
Tracked by #76797

Comments

@nightblade9
Copy link
Contributor

Godot version

v3.5.1.stable.arch_linux

System information

Arch Linux (latest stable kernel)

Issue description

When applying a reverb to SFX, some sounds are truncated - they abruptly end. Lengthening the audio files with silence doesn't seem to resolve the problem.

Steps to reproduce

  • Add a new audio bus and add the default reverb effect
  • Create an audio player that uses that bus and plays a sound-effect
  • Rig up a button to play audio on click

Notice that, with some audio sounds, the SFX is truncated.

With the MVP project, press any of the buttons.

Minimal reproduction project

ReverbBug.zip

@nightblade9
Copy link
Contributor Author

nightblade9 commented Dec 8, 2022

For one of the SFX (sentineye-hit.wav), I found that truncating the sound in Audacity at the 0.15s mark fixes the problem. I don't know why.

What doesn't fix it:

  • Adding silence to the end of the file (as much as 0.2s)
  • Truncating anywhere after 0.15s

If anyone knows a work-around for this, I would really appreciate hearing it.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants