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Sounds don't play in the editor and animations aren't able to change streams #39
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It appears that there could be something wrong with my compile of the fork since I needed to make .NET version. 2024-01-25.20-18-39.mp4Testing the same project on the pre-compiled version of the fork it seems to work on it. 2024-01-25.20-19-28.mp4I'm guessing its most likely just a me thing where I messed something up while compiling but it also could be something is messed up in the .NET version somehow?? I'm adding a minimal reproduction project to test it yourself. |
Hi, sorry I didn't have time to reply beforehand.
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With the minimal reproduction project you sent:
This is likely an issue with your compilation w/r/t native audio player, but I don't think the SteamAudioPlayer is going to work with blend spaces as-is. From what I see, you're basically setting In sum, there are three issues here:
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While I'm not knowledgeable in the inner workings of the engine the only thing I could point to is this commit as its the one that made audio blending possible |
Yeah I understand... AudioStreamPlayers have several stream_playbacks, which of course aren't exposed to GDExtension, meaning we'd have to muck around in the engine code some more... This is not a "won't fix" but a "won't fix" any time soon, I really don't want to distance the fork away from the engine even more. Sorry. As for animations in general, I may take a look. |
Unfortunate, but completely understandable as I've already seen the whole issue with getting audio methods exposed has been happening for 5 years already. The only hope here is that the extension gets popular enough to warrant some of the necessary changes to allow extensions like this to exist properly without the need for a custom fork. |
Are you using the provided fork of Godot?
Yes
Godot-steam-audio version
0.1.0
Steam-Audio version
4.5.0
Operating System
Godot v4.2.2.rc.mono unknown - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.4629) - 12th Gen Intel(R) Core(TM) i5-12600KF (16 Threads)
Describe the bug
When using a Audio clip in the AnimationPlayer and combining it with AnimationTree blending the audio volume doesn't properly transition from animations. Confirmed to only happen in the fork with steam audio
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Expected beheivour is how its in the 4.2.1 and 4.3dev where the sound's volume gets blended between animations
Example project, code snippet, or screenshots
This video demonstrates how it behaves in both the 4.3dev and 4.2.1
https://github.com/stechyo/godot-steam-audio/assets/29980512/fb3047c8-db7f-4e00-9981-269d976d9785
While this one shows how it behaves in the current Steam Audio version
https://github.com/stechyo/godot-steam-audio/assets/29980512/2d134814-bfd7-4e75-b8b7-ab28bd2bc66f
NOTE:
I had to compile this version on my own because I use mono so it could just be a me thing but as far as I can tell it doesn't look like it
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