You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Describe the bug
When providing a style with a typing sounds folder, the typing sounds can be heard in the editor but not on export.
To Reproduce
Create a new timeline and character, and write some sample dialogue.
Choose any style and provide it with a typing SFX folder in the "sounds" tab.
Call the new timeline by any means you see fit.
Play the timeline in the editor, and see that everything is working properly.
Export the game and launch it.
Observe that dialogues have no typing SFX.
Expected behavior
Typing sounds should be heard in all platforms.
System (please complete the following information):
OS: Windows 10
Godot Version: 4.1.2
Dialogic Version: Alpha 10
Solutions
Workaround
After many, MANY attempts with console printouts, I found that the load_sounds_from_path function does not recognize exported .wav files. It does, however, recognize .import files. Therefore, this (extremely dirty) rewrite works:
static func load_sounds_from_path(path:String):
var dir = DirAccess.open(path)
var sounds : Array[AudioStream]
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
print(file_name)
if file_name.get_extension() == "import":
file_name = file_name.split(".import")[0]
var stream:AudioStream = load(path + "/" + file_name)
sounds.append(stream)
file_name = dir.get_next()
return sounds
Possible fixes
Rewriting the function to work with Godot's internal build logic, I guess. Maybe it's something that needs to be brought up with the engine, but I dunno, I'm a noob.
The text was updated successfully, but these errors were encountered:
* Make sure typing sound resets on text without character
- fixes#1842
* Fix#1834
The load_typing_sounds method will now always list imported audio files only and correctly load them when exported.
For some reason defining the var type in the for loop breaks that segment. Removing that makes everything actually work. Dunno why. But other than that, the issue is indeed fixed.
Oh damn. I'm so dumb. I'm already using 4.2 alpha 3 and it has static typing in for-loops.
Will remove this. We still need to decide whether we want to increase the minimal needed godot version again.
The problem
Describe the bug
When providing a style with a typing sounds folder, the typing sounds can be heard in the editor but not on export.
To Reproduce
Expected behavior
Typing sounds should be heard in all platforms.
System (please complete the following information):
Solutions
Workaround
After many, MANY attempts with console printouts, I found that the
load_sounds_from_path
function does not recognize exported .wav files. It does, however, recognize .import files. Therefore, this (extremely dirty) rewrite works:Possible fixes
Rewriting the function to work with Godot's internal build logic, I guess. Maybe it's something that needs to be brought up with the engine, but I dunno, I'm a noob.
The text was updated successfully, but these errors were encountered: