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been looking for something like this for a long time, thanks!

works perfectly

Great :)

hi

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Hi, is it possible to support unicode at least in some level, you can use free font like MicroHei here"https://github.com/anthonyfok/fonts-wqy-microhei", the concept of this tool is very nice, should be helpful to many developes.

Hi pop,

good point. I'll fix that for the next release.

@popcade Could you please check out the new version 0.9.2 and see if it supports all characters you need?

Hi, it worked as expected, my data contains Unicode CJK and displays correctly, it's now my must have tool to use with sound files, nice work!

Nice :)

(+1)

Hi guys,

have been playing around a bit with SFXBrowser. A really cool and intuitive program. Could it be that it doesn't support all types of WAV files at the moment? Tried it with the free sounds from Sonniss (https://www.reddit.com/r/gamedev/comments/n4vhcs/150gb_of_high_quality_sound_effects_for_game/) and only get noise or no sound at all. WAV files from WaveWorld (https://modarchive.org/forums/index.php?topic=2406.0) work fine though. All MP3 and OGG files I have tested seem to work fine as well. Maybe it's the sample rate or the bits per sample?

Below are the settings of two random WAV files from these two sample packs for comparison.

WaveWorld:
Sample rate: 44100 Hz
Channels: 1
Bits per sample: 16
Bitrate: 706 kbps
Codec: PCM
Encoding: lossless

Sonniss:
Sample rate: 96000 Hz
Channels: 1
Bits per sample: 24
Bitrate: 2304 kbps
Codec: PCM
Encoding: lossless

Would be great if you could find a solution for this, because for listening, marking, renaming and exporting a lot of files the SFXBrowser is just perfect.

Have a nice day.

Hi james,
Thanks :)
Yea, unfortunately there seems to be a problem with the wav importer. I'll take a look and try to fix it. Happens only with some wav files.

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Hi james,

after some testing, it seems as if the wav-importer has problems with 24bps-wav-files. 16bps files are fine.

So far I was not able to fix this, and there is already a bug report on the problem: https://github.com/Gianclgar/GDScriptAudioImport/issues/3

I'll try to find a solution. In the meantime, you could bulk convert all 24bps files to 16bps as a workaround.

(1 edit)

Hello,

thank you very much for your messages. After some tests I found out this limitation as well.

That only 16 bit WAV files are supported by GDScriptAudioImport in general is not so bad for my use case, but that all other WAV formats are not supported at all is.

For my game, for example, I would like to use the IMA ADPCM format, as this is also supported internally by Godot.

I will definitely keep an eye on your project as I see a lot of potential in it. The idea is really awesome and with a working WAV import it would enrich my general workflow immensely.

You guys are top notch and do great work! :)

It seems, it has been fixed according to the github issue link that you shared. Can you please update it, I find your tool very awesome as a video editor, easy for listening and then make a project folder containing all the audio files necessary for that video. Also I was able to sort my audio libraries on my PC thanks to your SFX browser app. :)