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Arch Linux x86_64, PulseAudio, 48000 Hz speakers/headset
Issue description
48000 Hz .ogg files play back correctly on Godot version 3.2.3 and presumably previous versions.
On 3.3 and above, they are less clean, as if they were playing back at 44100 Hz.
This doesn't affect .wav files, but I'm not going to inflate the game's size just to not have worse audio on the newer version.
Interestingly, the project's Mix Rate setting doesn't affect results - a project configured at 44100 Hz plays back the file correctly on 3.2.3, and setting it to 48000 Hz doesn't fix it on 3.3+.
Steps to reproduce
Open the example project in Godot 3.2.3.
Play the audio files back in the editor. They should sound the same.
Reopen it, this time using Godot 3.3.*.
Play the audio files back again. The ogg file should sound a tad muffled, while the wav file sounds the same as before.
Also, note that there is no audible difference between 44100 Hz and 48000 Hz to human hearing, because both of them can reproduce frequencies above the human hearing limit. The decreased sound quality comes from a low-pass filter or insufficient resampling quality, not from a sample rate that's too low.
Godot version
3.3 vs 3.2.3
System information
Arch Linux x86_64, PulseAudio, 48000 Hz speakers/headset
Issue description
48000 Hz .ogg files play back correctly on Godot version 3.2.3 and presumably previous versions.
On 3.3 and above, they are less clean, as if they were playing back at 44100 Hz.
This doesn't affect .wav files, but I'm not going to inflate the game's size just to not have worse audio on the newer version.
Interestingly, the project's Mix Rate setting doesn't affect results - a project configured at 44100 Hz plays back the file correctly on 3.2.3, and setting it to 48000 Hz doesn't fix it on 3.3+.
Steps to reproduce
This affects
AudioStreamPlayer
s too, obviously.Minimal reproduction project
Literally just a project with the 2 audio files
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