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Videos (used with VideoPlayer) not packaged in .pck of exported game #14954
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you can for now add them manually as you describe. I am trying to see if we can move video decoding to GDNative for 3.1, so this may no longer be an issue then. I will kick for 3.1 and close when this happens. |
How would you envisage video decoding via GDNative to work? |
There is an option to migrate this patch to 3.0.2? |
Well there's no patch yet. Once there's a fix, we can cherry-pick it for the stable branch, yes. |
That's not a solution for 3.0 (and we need one there), and there's no guarantee that this will happen for 3.1, so exporting videos should be fixed. It doesn't hurt to remove that code/move it to gdnative plugins later on. |
Is there a workaround for this for HTML5 games? |
As far as I know, video decoding is disabled in the HTML5 export because it would be too slow (the assembly code paths present in libvpx cannot be used in WebAssembly). |
For HTML5, The WebM module is active, though I've never tested it. You'll have to use |
Theora and WebM video streams were mistakenly imported with a ResourceImporter, but those imported ogvstr and webmstr were simply links to the local resource. While that works fine in the editor, it no longer works when exporting a game as the "source" ogv and webm files are ommitted and only the ogvstr and webmstr references were exported. As discussed with @reduz, it doesn't make sense to import videos, as we only intend to play them back and not modify them/access their raw data. As such we use a ResourceFormatLoader instead of an importer, to load the file on the fly. ogv and webm files linked to this loader are now considered as resources, and thus exported. Note: The Theora and WebM loaders lack any kind of validity check beyond the existence of the target file, but it was already the case with the importer. Better checks and error reports could be added, but those loaders will eventually be obsoleted by GDNative plugins anyway. Fixes godotengine#14954.
Theora and WebM video streams were mistakenly imported with a ResourceImporter, but those imported ogvstr and webmstr were simply links to the local resource. While that works fine in the editor, it no longer works when exporting a game as the "source" ogv and webm files are ommitted and only the ogvstr and webmstr references were exported. As discussed with @reduz, it doesn't make sense to import videos, as we only intend to play them back and not modify them/access their raw data. As such we use a ResourceFormatLoader instead of an importer, to load the file on the fly. ogv and webm files linked to this loader are now considered as resources, and thus exported. Note: The Theora and WebM loaders lack any kind of validity check beyond the existence of the target file, but it was already the case with the importer. Better checks and error reports could be added, but those loaders will eventually be obsoleted by GDNative plugins anyway. Fixes godotengine#14954.
Theora and WebM video streams were mistakenly imported with a ResourceImporter, but those imported ogvstr and webmstr were simply links to the local resource. While that works fine in the editor, it no longer works when exporting a game as the "source" ogv and webm files are ommitted and only the ogvstr and webmstr references were exported. As discussed with @reduz, it doesn't make sense to import videos, as we only intend to play them back and not modify them/access their raw data. As such we use a ResourceFormatLoader instead of an importer, to load the file on the fly. ogv and webm files linked to this loader are now considered as resources, and thus exported. Note: The Theora and WebM loaders lack any kind of validity check beyond the existence of the target file, but it was already the case with the importer. Better checks and error reports could be added, but those loaders will eventually be obsoleted by GDNative plugins anyway. Fixes godotengine#14954. (cherry picked from commit 6dc20ad)
Theora and WebM video streams were mistakenly imported with a ResourceImporter, but those imported ogvstr and webmstr were simply links to the local resource. While that works fine in the editor, it no longer works when exporting a game as the "source" ogv and webm files are ommitted and only the ogvstr and webmstr references were exported. As discussed with @reduz, it doesn't make sense to import videos, as we only intend to play them back and not modify them/access their raw data. As such we use a ResourceFormatLoader instead of an importer, to load the file on the fly. ogv and webm files linked to this loader are now considered as resources, and thus exported. Note: The Theora and WebM loaders lack any kind of validity check beyond the existence of the target file, but it was already the case with the importer. Better checks and error reports could be added, but those loaders will eventually be obsoleted by GDNative plugins anyway. Fixes godotengine#14954. (cherry picked from commit 6dc20ad)
Godot version:
3.0b2
OS/device including version:
Win8, GTX1070
Issue description:
Videos used with VideoPlayer are not packaged in .pck of exported Windows game. Even with Export all and adding *.webm or *.ogv. This means that they don't play at all when you try to play the game outside of the project folder.
Expected behavior is for videos to be packaged in the .pck so they play with just the .exe and the .pck.
Steps to reproduce:
Minimal reproduction project:
for potential duplicates.
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