A few audio bugs


I noticed a few audio bugs that appear to be in the Windows version of Godot Engine 4.2.x today, so they might affect my Windows build of the game prototype.

The first one was causing the teleport activation sound not to play, but only on Windows. My build may or may not have this issue, however. I noticed it while testing the game this morning on 4.2 stable. One of the bugs supposedly fixed in 4.2.1, which is out now, refers to importing WAV files with odd chunk sizes. For all future builds, I converted the sound into an OGG file, re-imported it, and switched to the OGG version.

Another issue that definitely still affects Godot 4.2.1 is that the "calm" background music isn't looping properly, so it simply plays through once, and then stops, but again, only on Windows. I wasn't experiencing this during 4.2 betas, so it seems like a fairly new regression. I may try re-importing the music file. It's already in OGG format, and OGG seems to be vastly superior for looping, as WAV files tend to stutter when they loop over back to the beginning, so I won't try converting it.

It took me a few days to notice the audio bugs, since my daily testing routine has been on Linux instead, and they simply aren't present in the Linux version of the engine. However, I've been building with 4.2.1 on Linux, so the activation sound might actually have been working, even on Windows. I don't expect to have the background music fixed until Godot 4.2.2 arrives, unless I go back to building with a 4.2 beta for Windows.

Get Action RPG Prototype

Leave a comment

Log in with itch.io to leave a comment.