wave header corruption in combat
Posted: Mon Jul 27, 2020 3:45 pm
Nothing game-breaking (I think), but I've noticed that wave files play inconsistently in combat. Whenever they don't play, I get this error in the log:
7/27/2020 11:36:44 AM: System.InvalidOperationException: The wave header is corrupt.
at System.Media.SoundPlayer.ValidateSoundData(Byte[] data)
at System.Media.SoundPlayer.LoadAndPlay(Int32 flags)
at IceBlink2.GameView.PlaySound(String filenameNoExtension)
At first I thought there were some corrupt files or files that were in the Sounds folder with an unreadable bit rate, but the files still played with no error at other times, and I even re-imported the raw sound data into Audacity, exported as a new WAV with a standard bit rate, and still got the same error -- I wonder if it's timing related? Combat is moving quickly, so perhaps one sound starts before another has finished, and this gives the engine some difficulties?
7/27/2020 11:36:44 AM: System.InvalidOperationException: The wave header is corrupt.
at System.Media.SoundPlayer.ValidateSoundData(Byte[] data)
at System.Media.SoundPlayer.LoadAndPlay(Int32 flags)
at IceBlink2.GameView.PlaySound(String filenameNoExtension)
At first I thought there were some corrupt files or files that were in the Sounds folder with an unreadable bit rate, but the files still played with no error at other times, and I even re-imported the raw sound data into Audacity, exported as a new WAV with a standard bit rate, and still got the same error -- I wonder if it's timing related? Combat is moving quickly, so perhaps one sound starts before another has finished, and this gives the engine some difficulties?