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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.
The text was updated successfully, but these errors were encountered:
GreenBeakCrow
changed the title
Editing AudioStreamPlayer does not update project files
Editing AudioStreamSample does not update project files
Dec 8, 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.
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?
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.
The text was updated successfully, but these errors were encountered: