Product Chat / LoopSound, LoopNon3DSound and PlaySound Bug

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Tarkus1971
Audio Media Maker
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Location: England, UK
Posted: 20th May 2018 18:16
Beta and Release Version.

I have just added a 44 minute .ogg audio track to my project to my game and it will not play using either of the above commands. I can see no workaround for this. I have checked with a short (18 minute) track and that is fine.

The 44 minute track plays fine in Foobar, MediaPlayer and any other audio software.

Is there a limit on the length of audio that can be played using, LoopSound, LoopNon3DSound and PlaySound?

A definite bug.

Also reported on GitHub.

Can the length of audio to be played be increased.
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Peri
Game Guru Backer
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Posted: 20th May 2018 21:08
I think I had it to, the audio files have some length limit, 44 min is long for loop background music, is all the 44 min important?
Duchenkuke
GameGuru VBOTB Developer
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Location: Germany
Posted: 20th May 2018 21:44
I had the EXACT same Issue yesterday.

I ended up using a shorter version of my background music and it worked.

Original Track was like 16 mintues. Now I have 8.

Maybe your file is just too long...
Teabone
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Posted: 21st May 2018 02:54 Edited at: 21st May 2018 02:57
I'm surprised you guys have tracks longer than 6 minutes to begin with.

I'm just assuming here, but I believe we are only working with a few GB's of memory in total per map? Is external media (such as audio) stored in memory?
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Tarkus1971
Audio Media Maker
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Posted: 21st May 2018 10:12
Yes, I need a non-repeating audio track that long because of the atmosphere, I don't want a simple repeating track that will get boring easily.

I hope Lee will be able to increase this limit.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics.
smallg
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Posted: 21st May 2018 17:05
if a shorter version works maybe split the file into 2 or more parts, wouldn't be hard to get a script to play them in order.
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Avenging Eagle
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Posted: 22nd May 2018 19:27
Quote: "Yes, I need a non-repeating audio track that long because of the atmosphere, I don't want a simple repeating track that will get boring easily."


A 44 minute ambient track? I'm sorry but that's totally ridiculous and unnecessary. That's like spunking your entire polycount for a level on a single 3 million poly model of a teapot. Sure, it'll be one hella detailed teapot, but will anyone really notice the difference? Game design is all about optimisation and saving resources whenever you can. I would think an ambient track need only be a maximum of 9 minutes, probably less than 6. How long is your level anyway that you think someone will get 44 minutes of gameplay out of it?

Sorry if I sound harsh.

AE

Tarkus1971
Audio Media Maker
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Location: England, UK
Posted: 23rd May 2018 07:56
@AE - Not really unnecessary if the game is an exploration/puzzle style game when the pace is slow, not running around shooting everything in sight. I'm not doing a massive level or levels, big, yes, but they DO take time to explore.

Lee has added this to the bug list anyway.

Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics.
Avenging Eagle
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Posted: 23rd May 2018 19:29 Edited at: 23rd May 2018 19:29
Perhaps as a workaround you could dynamically fade shorter tracks into one another based on where in the level the player is or what they are doing? Might be a way to create something that doesn't get too repetitive.

AE
Belidos
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Posted: 23rd May 2018 21:40
That's what most of the big game development do to give the illusion of continuous background tracks, if you pay attention to the background music in most big ticket games the music isn't one long track, it's dynamic and changes depending get on where you are and what you're doing.

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AmenMoses
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Posted: 25th May 2018 13:16
Have you tried the RawSound commands?
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Tarkus1971
Audio Media Maker
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Joined: 24th Feb 2015
Location: England, UK
Posted: 25th May 2018 13:41
I've not tried the rawsound commands. I will look in the Global.lua info thanks.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics.

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