Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

In-Game: audio_sound_loop_start()/..._end() result in "Error: Audio asset did not have a valid duration" in 2024.100 runtimes #8593

Open
gm-bug-reporter bot opened this issue Dec 2, 2024 · 2 comments
Assignees
Labels
project This issue has a sample project attached runner-bug In-game bugs with the "GameMaker Studio 2" runtimes

Comments

@gm-bug-reporter
Copy link

Description

Setting up looppoint start and end points with audio_sound_loop_start and audio_sound_loop_end prints "Error: Audio asset did not have a valid duration" for both calls, and simply doesn't work.
Attached one of audio test projects that was once attached by Dan to other audio issue thread on this Github.

Steps To Reproduce

  1. Load the attached project.
  2. Change values in obj_run's Create Event in both audio_sound_loop_start and audio_sound_loop_end functions.
  3. Run the project and observe the looppoint not working, and the output printing
    "Error: Audio asset did not have a valid duration".

Which version of GameMaker are you reporting this issue for?

IDE v2024.1100.0.700 Runtime v2024.1100.0.718

Which operating system(s) are you seeing the problem on?

Windows 10.0.22631.0

Which platform(s) are you seeing the problem on?

Windows

a1be825c-bdbe-4809-89f7-ab3c70dcb488

@gm-bug-reporter gm-bug-reporter bot added project This issue has a sample project attached runner-bug In-game bugs with the "GameMaker Studio 2" runtimes labels Dec 2, 2024
@YYDan YYDan changed the title Issue with audio loop points In-Game: audio_sound_loop_start()/..._end() result in "Error: Audio asset did not have a valid duration" in 2024.100 runtimes Dec 3, 2024
@stuckie stuckie moved this from Triage to Todo in Team Workload Dec 3, 2024
@stuckie stuckie added this to the 2024.11 milestone Dec 3, 2024
@toby-yoyo toby-yoyo moved this from Todo to In Progress in Team Workload Dec 3, 2024
@YYDan YYDan removed this from the 2024.11 milestone Dec 3, 2024
@YYDan
Copy link
Collaborator

YYDan commented Dec 3, 2024

Several of us are not reproducing any issue in that Beta version/slightly newer internal builds. Looks to have been fixed already?

If definitely not fixed for you, when you say in step 2 "Change values in obj_run's Create Event in both audio_sound_loop_start and audio_sound_loop_end functions." what exact values are you changing them to?

@toby-yoyo
Copy link

toby-yoyo commented Dec 3, 2024

Does cleaning the cache help here? Audio asset durations are cached so perhaps yours has ended up in an odd state.

Is there any chance you might have edited snd_1.xml from the cache (or some other cached file) or had it open elsewhere before attempting to run the game?

@toby-yoyo toby-yoyo moved this from In Progress to Backlog in Team Workload Dec 3, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
project This issue has a sample project attached runner-bug In-game bugs with the "GameMaker Studio 2" runtimes
Projects
Status: Backlog
Development

No branches or pull requests

3 participants