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WAV sound effect is looped although Loop is not checked #46164
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Did you reimport the resource after checking that looping is disabled in the Import dock? |
Loop was disabled from the beginning. But I explicitly enabled it, then disabled it and re-imported again. |
I think this has something to do with this particular wav file. If you import into audacity and re-export, the problem goes away. Also, adding this line makes the problem go away as well: |
Maybe this is an issue with the loop point defined in the WAV file? Godot reads this loop point and sets it automatically. You can see the assigned loop point value by selecting the WAV file in the FileSystem dock then going to the Import dock. |
Well, would it be possible to just ignore the loop points? I would love to have a way to loop the sound with loop points and play a sound from start without looping. |
After importing the WAV file, you should be able to set the loop point to 0 manually in the Import dock and click Reimport. |
Well, I would love to have both, the ability to loop between loop points and also the ability to play only once without changing the loop points. |
To clarify about this which seems to confuse many users (I agree the UX is bad), here's what is happening:
|
I tried re importing with Loop checkbox unchecked. Did not work. Tried checking, reimport, uncheck and re import again. Did not work Tried setting Loop Mode to Disabled in the inspector, didn't work as well.
I'm using an Reading @akien-mga's comment makes me think this should be described in the docs. Maybe it is, I just haven't found it. |
The new `edit/loop_mode` import options lets user choose to either: - Detect loop points from the WAV (default, same behavior as before) - Set the loop mode and loop points manually like in AudioStreamSample Fixes godotengine#46164.
The new `edit/loop_mode` import options lets user choose to either: - Detect loop points from the WAV (default, same behavior as before) - Set the loop mode and loop points manually like in AudioStreamSample Fixes godotengine#46164. (cherry picked from commit b389ce5)
The new `edit/loop_mode` import options lets user choose to either: - Detect loop points from the WAV (default, same behavior as before) - Set the loop mode and loop points manually like in AudioStreamSample Fixes godotengine#46164.
The new `edit/loop_mode` import options lets user choose to either: - Detect loop points from the WAV (default, same behavior as before) - Set the loop mode and loop points manually like in AudioStreamSample Fixes godotengine#46164. (cherry picked from commit b389ce5)
Godot version:
3.2.3 stable
OS/device including version:
Windows 10 20H2, x64, GLES2
Issue description:
When I call play() once on a AudioStreamPlayer3D, the sound keeps looping endlessly. I already checked in the sound's import settings that Loop is not enabled.
Steps to reproduce:
Create new project
Add .wav file, make sure Loop is not enabled in import settings
Add AudioSteamPlayer3D and assign the .wav to it
Call play() once on the audio stream player
-> Sound is looped endlessly
Minimal reproduction project:
SoundTest.zip
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