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While I played wav sounds at Android, I found an weird issue, I have loaded the sounds by [Export], but if I don't check it has cache, it will result to FPS cliff, you can view the FPS line chart.
The program is play sound randomly. The only thing I did during this process was click the button, and I could see that the frame rate was very unstable.
But if I add ResourceLoader.HasCached, the FPS is stable 59 ~ 60.
Besides, while I use ogg sounds, it is no the issue, but I found the FPS flow during 59 and 60, I don't know the reason.
I use the online web for converting wav to ogg files: https://www.freeconvert.com/wav-to-ogg/download
Steps to reproduce
Create an C# script and add some wav resource to [Export] attributes.
play the above wav randomly.
Minimal reproduction project (MRP)
test_for_ogg.tscn is add ogg resources to [Export] attr.
test_for_wav.tscn is add wav resources to [Export] attr. TestFMod.zip
The text was updated successfully, but these errors were encountered:
Tested versions
4.3dev4 C#
System information
Android 10 - Godot 4.3dev4- Compatibility
Issue description
While I played wav sounds at Android, I found an weird issue, I have loaded the sounds by [Export], but if I don't check it has cache, it will result to FPS cliff, you can view the FPS line chart.
The program is play sound randomly. The only thing I did during this process was click the button, and I could see that the frame rate was very unstable.
But if I add
ResourceLoader.HasCached
, the FPS is stable 59 ~ 60.Besides, while I use ogg sounds, it is no the issue, but I found the FPS flow during 59 and 60, I don't know the reason.
I use the online web for converting wav to ogg files: https://www.freeconvert.com/wav-to-ogg/download
Steps to reproduce
Minimal reproduction project (MRP)
test_for_ogg.tscn is add ogg resources to [Export] attr.
test_for_wav.tscn is add wav resources to [Export] attr.
TestFMod.zip
The text was updated successfully, but these errors were encountered: