exporting samples as wav for debugging
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@ -166,20 +166,22 @@ func load_sfx_samples_data(snes_data: Dictionary, buffer: StreamPeerBuffer):
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# Called when the node enters the scene tree for the first time.
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func load_samples(snes_data: Dictionary, buffer: StreamPeerBuffer):
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load_sfx_samples_data(snes_data, buffer)
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var largest_sample_idx := -1
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var largest_sample_sample_count := 0
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var total_frames := 0
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# var largest_sample_idx := -1
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# var largest_sample_sample_count := 0
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# var total_frames := 0
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# For some reason, this is a bit slow currently under certain editor conditions. Might optimize later.
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for i in INST_NUM:
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instrument_samples.append(get_inst_sample_data(snes_data, buffer, i))
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total_frames += instrument_samples[i].loop_end
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if largest_sample_sample_count < instrument_samples[i].loop_end:
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largest_sample_sample_count = instrument_samples[i].loop_end
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largest_sample_idx = i
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var samp := get_inst_sample_data(snes_data, buffer, i)
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instrument_samples.append(samp)
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# total_frames += samp.loop_end
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# if largest_sample_sample_count < samp.loop_end:
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# largest_sample_sample_count = samp.loop_end
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# largest_sample_idx = i
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# Workaround for Godot 3.x quirk where looping samples are interpolated as if they go to nothing instead of looping
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instrument_samples_HACK_EXTENDED_LOOPS.append(HACK_EXTEND_LOOP_SAMPLE(instrument_samples[i]))
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# print('Instrument %02X has mix_rate %d Hz and %d samples'%[i, instrument_samples[i].mix_rate, len(instrument_samples[i].data)/2])
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instrument_samples_HACK_EXTENDED_LOOPS.append(HACK_EXTEND_LOOP_SAMPLE(samp))
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# print('Instrument %02X has mix_rate %d Hz and %d samples'%[i, samp.mix_rate, len(samp.data)/2])
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emit_signal('audio_inst_sample_loaded', i)
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# samp.save_to_wav('output/instrument%02d(%dHz)(loop from %d).wav' % [i, samp.mix_rate, samp.loop_begin])
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# print('Largest sample is instrument %d with length %d and mix_rate %d'%[largest_sample_idx, largest_sample_sample_count, instrument_samples[largest_sample_idx].mix_rate])
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# print('Total frames: %d'%total_frames)
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