Some sound file cause a "Can't export, can't write" error + bad loop

dubealex

  • Posts: 26
I tested many different music file, and even when the file has all the supported format, many caused stencyl to not be able to export the SWF, with the error "Cannot write file".

It is really because of the music file, since when I change or remove it, it works.

Also, I tried with 2 different files, with the same specs:

- 44100 Khz
- 64 kbps constant (not vbr)
- stereo

I have many files that doesn't work, and others that do. I have no idea why. Maybe some sort of meta data within the file ?

Also, another bug that exist that I found with music file, is that some won't loop correctly. They will play, and restart in the middle of the song, and it is not the BGM behavior, when I change to any song with the same lengh, it can work. Also, it works when I test play the game via the stencyl sandbox, but when the game is exported, it doesn't work.

Also, the "Cannot write SWF" is also ONLY when I export the game. Stencyl can playtest the game via its sandbox without any problem.

Also, I tested this within many diffirent projects, and some project from strach, still the same problem.

I uploaded 3 music file.

"Ice Frontier" has a loop that cut, when exported, will restart in the middle of the song.
"Flowing Melodies" will cause the "Cannot export/Cannot write SWF" error when exported.
"battle of the Bits" works in all cases.

All 3 have been saved from the same application, they are the same specs.

Joe

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  • Posts: 2478
Does converting the songs to 16 kbps fix your problem?

dubealex

  • Posts: 26
I did not try that low.

But I did find something that works. And this tells me the bug should be about meta data of some sort within the MP3 files, besides the actual music.

I opened "Battle of the bits", the one that was working, in my audio software.
I then deleted the content, pasted in the music from another that wasn't workin. Saved that file, and the game exported OK, and the loop was OK.

So, I put the music data of a bad file within another that is working, and it works. It's a workaround for me now, but maybe there's someting to look at in the future in the engine ? Sure look like a bug to me.

malospam

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  • Posts: 467
Same issue here. I used 3 sounds from Stencyl forge, 2 effects, and 1 song. When I tried to publish or save as SWF file it would not work. When I deleted the sounds from Stencyl, it saved as swf file. Wierd?! Happy Theme, Jump, minor item collected were the ones I used from Stencylforge.
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malospam

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  • Posts: 467
ITS UP NOW!! http://www.stencyl.com/game/play/5767
How did I fix the problem? I simply loaded the sounds into Audacity and resaved them as mp3 files and it worked!
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Joe

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  • Posts: 2478
Thanks for the report. It's best to notify the original authors directly. Is Jump an official resource?

malospam

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  • Posts: 467
Yes, its Jump by Ceric, I think thats official right?
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Joe

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  • Posts: 2478
Yeah, I'll make sure we fix it. Thanks.

malospam

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  • Posts: 467
Np. I'm not sure if it was that specific sound, I used that one plus the coin picking up sound, and the looping music
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roguelike

  • Posts: 2
Just ran into this bug today, so it's still around.  Any chance of just a nicer error message as a stop gap?  There's no reason to suspect that it's a bad sound causing the issue, especially if it's been a while since you published your game.

I was looking for 'hangs at 33%' topics and didn't stumble across this thread until after I figured out the problem.

Rob

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  • Posts: 1268
Fully agreed too. There should be some way to detect bad/incompatible sound.

For now, you can also read RayonMazter take on this:

http://community.stencyl.com/index.php/topic,4553.msg33122.html#msg33122

I actually gained a lot of insight reading through all his posts.

GOLDEN RULE #1 : SAVE YOUR GAMES FREQUENTLY
IOS/XCODE DEBUGGING
http://www.stencyl.com/help/view/xcode-ios-troubleshoot/
WATCH STENCYLWORKS VIDEO TUTORIAL BY SUNRISEKINGDOM
http://www.youtube.com/watch?v=KDfRfjzr9j4&feature=channel_video_title

Jon

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  • Posts: 17524
If I get the specs on the kinds of audio that will fail, I can insert the checks. Last time I did it, I got some pushback from some users who claimed that I was being too restrictive by rejecting files that worked, but I rather be safer than sorry, if I can.