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YeahMaybe

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A member registered Jun 01, 2022 · View creator page →

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Are you looking in the right place if you've already paid? Did you look at your Itch library here: https://itch.io/my-collections

If I'm understanding the request, that's already a thing. If a pack creator tags each clip with characters, there's a list of check boxes with each character that you choose to voice in the dub. Anyone not selected will use their original audio.

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That exact feature will be in the next update! I've added dub preservation in the upcoming 0.5.3 version; if the game crashes mid-dub, when you pick the dub again the game will notify you that it sees data from an unfinished session and asks if you want to continue where you left off.

Everyone who purchases has access to all future version releases. Make sure you're looking in the right place. Did you check your Itch library or go to https://itch.io/my-collections ?

The next version has a much-needed "dub preservation" feature, so look forward to that releasing soon. It saves each clip during gameplay, and if the session crashes, it will see the in-progress files and ask if you want to continue where you left off. I'm still doing tests, but it won't be long.

It's absolutely needed. The underlying architecture has a hard-coded delay of 0.13 seconds, and it isn't built to handle a variable amount. It needs to happen, but it won't be easy to implement.

If you go to https://itch.io/my-collections is there not an option to download additional versions of The Choicer Voicer?

Everyone who purchases the game gets access to all future updates. Make sure you're looking in the right location. Itch might give the option to buy the game again on the store page, but you already have access to the new update if you previously bought it.

"choicervoicer.com" is a copycat that I am not affiliate with and do not endorse. I'm only aware of GameBanana as well as at least one fan Discord. I don't facilitate the sharing of content for the game

Is it a folder within a folder, perhaps? The game looks for files in the immediate folder selected. If they're inside another folder, it won't find the files, and will use the defaults to fill in the gaps.

That is... insane if true, but I wouldn't put it past the engine to have a fringe issue like that. Thank you for the report.

Did you convert your video to an OGV file, or did you happen to just rename an MP4 file to "dub_video.ogv"?

This looks like a new variant of the "light of god" glitch some people have reported. If you could, please repost this at this thread: https://itch.io/t/6744517/the-light-of-god-visual-issue and include your specs if you can. The more reports I get about it, the easier I will hopefully be able to pinpoint the issue. I haven't seen a pure blue room before.

Firstly, thank you so much for including a video example. That helps a lot. I've seen at least one person say something similar. I'll look into it, but for now I don't know what's required to recreate this issue.

I mean, the other ones are copycats that popped up because of the popularity of The Choicer Voicer. I don't endorse anything other this game page, and the Neocities website that I created. All others are using the Choicer Voicer name without my endorsement. However, you're free to do whatever you like.

The game tries to create those files if they're missing each time the game is launched. My only guess would be that some permissions on your PC won't allow it? Unfortunately that's the only speculation I can give with that information.

That's... really bad, if the game is at fault. I sure as heck hope not. The Godot Engine has its slew of issues with audio drivers, but I don't *think* it would be able to change your audio like that. The game has to read your audio input and output devices, but the devices you choose are just what the game itself utilizes. If anyone else has experienced this as well, that would be important to learn. Also, I don't know if this is a replicatable problem on your PC or not when using the game.

That has been requested by others recently, and unlike some of the game's issues, this is something I think I can look into and add. Should be doable, but no promises.

This is the answer. Some people's defender tools flag the program as malicious, which makes sense, because I'm just one guy making a game in Godot. If anyone is concerned about the virus flagging, then do not run it.

Good question--none of the content you'll see in clips and shorts are in the base game. Those are created by other users. The current base version of The Choicer Voicer only has basic content to get started.

I've been getting multiple posts each day to the effect of "I bought the game without knowing there isn't a Mac version", so I'm pinning this topic for visibility. Nowhere on the store page does it say there's a Mac version. At the very top of the store page it says, "for Windows and Linux" (I didn't even write that, that's automated by Itch for the benefit of viewers).

So why is there no Mac version?

Because exporting for Mac is much, much more arduous than Windows or Linux. I'm just one guy--I'm not going to be able to get Choicer Voicer signed and notarized as an application. Any possible export would apparently require Mac users to circumvent protections on their operating system. It's not outside the realm of possibility, but this is why it hasn't been done. Of course, it'd be nice to have, both for me and for you.

If you want a refund, you need to contact Itch support. If you can't play it, I want you to get a refund, but I don't have a means to individually refund customers.

In the dub pack you used, does the `_backing_track` file have the voices? If the creator didn't isolate the vocals out of the background, that would do it. If the backing track doesn't have vocals, then I'll need to look into it.

Ah, that test build only has the Compatibility version for the sake of testing. The other builds include both standard and Compatibility

I appreciate each of you contributing your specs. Hopefully the more reports I get about this, the easier it will be to pinpoint the cause. Hopefully it's a problem with what I coded, as opposed to another Godot Engine issue. For now, I can only speculate. I would be interested in hearing whether this is a problem with any other Godot games, though.

I could look into adding an option to player data in a future version to point to folders other than `AppData/Roaming/YeahMaybe/ChoicerVoicer/game/`, if that's what you're looking for? Unsure how easily it could be backported to the current codebase (could possibly cause friction), but I can put it on my radar.

I appreciate the detailed report 🫡 Great to hear this test build is solving the issue for some people!

Quick note, I'm an idiot and used the wrong Linux export template. If you tried the Linux version before the timestamp on this comment, it wouldn't have worked. Whoops...

If you already tried 0.5.2-dev2 on Linux and your mic didn't work, please try it again now.

The bug in the Godot Engine is specifically with *recording* not working. The mic works, and can pick up sound, but it fails to record properly. So you're saying that yesterday, it was recording properly, and now it's not? And you were using the same game version (which, btw?) and same audio setup?

A standalone download. It's another version release. It's not the final version of 0.5.2, but an in-progress one.

If you're saying that you can't hear your recording during Dub Mode when clicking "hear clip again", that's intentional. It's just to hear the clip again. As the description for the mode says in-game: "You can re-record as many times as you wish in this mode, but you cannot hear your recordings until the dub is complete."

I've uploaded a dev build of 0.5.2 which was exported with a custom version of Godot that includes a pull request that possibly fixes the dreaded mic bug, where audio is heard but not recorded.

If your mic hasn't been working in previous versions of The Choicer Voicer, please try out this dev build and let me know whether or not it's fixed.

It's a much-needed feature that I plan to add, yes! Not everyone's mic setups are delay-less, and accounting for delay would make it easier for people to route friends' audio when streaming together.

I've just uploaded a test build for Windows and Linux, version 0.5.2-dev2, that was exported with a custom Godot build that includes a pull request that ALLEGEDLY fixes the mic bug. If you're affected by the bug and your mic doesn't work on previous versions, please try this dev build and let me know if it's fixed or not.

I would look into the link from Scott. I've never requested a refund myself, but I totally understand if a refund is needed. Especially with how many people are still experiencing the broken mic bug.

I'll repost what I said in a recent post about common questions I've received:

"As a Steam lover myself, I get it. However, a Steam release is nowhere on the horizon. I'd say a minimum of six months, and that's being generous. There's a couple simple reasons for this:

  • The game is still in alpha. I think many people forget this or don't even take it in, but the current iteration is the result of my flying by the seat of my pants in the spring of 2024. It's lacking several features and modes, and isn't anywhere close to what I want it to be yet. Once it becomes feature-complete enough, and I'm confident saying it's in beta, Steam will be more palatable to me.
  • Ease of use. Itch is stupid easy to get started on as a first-time game developer. Steam on the other hand is a much more complicated process. Yes, I'm sure I'm capable of jumping through all the necessary hoops, but when the game isn't in a state to be released on Steam, I'm not eager to spend my time investigating all of that.
  • There's a popular Godot Steam kit for adding amenities like Steam achievements to your Godot game. I want that, and it will have to be added to a rewrite--aka whatever the beta will eventually be. And that's additional time and learning that, once again, is being spent towards other things (or wasted towards other things, in the case of this forsaken mic issue...)

So yeah. It's something I want, but with additional hurdles plus the current state of the game, I'm not comfortable putting it on Steam at this time. However, it is something I want just as much as you do, and I to make it a reality at some point." The 100 dollar cost is something I can pay, it's moreso... the everything else. Which I do plan on tackling.

Some pull requests on the Godot Github propose that the issue is audio setups with multiple channels, ie surround sounds ones such as 5.1 or 7.1. In your instructions, you also mention changing the format to 1 or 2 channels as well as changing to 44100 Hz. Would you be able to confirm whether your mic works when using 44100 Hz but more than 2 channels? (assuming that's something your settings allow)

I would like to know more about your PC specs as well as those of anyone else experiencing this. It's an incredibly rare glitch, and I have no clue what circumstances cause it. I assume this is only in the gameshow studio?

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The most well-known and long-running issue with the game is some mics not working. This is an issue with the Godot Engine that still hasn't been fixed by the devs. Use this topic to share what your setup is that isn't working, and share any workarounds you've discovered until an actual fix is implemented. Please contact the Godot Foundation and encourage them to prioritize solving this problem in-engine.

Your mic may not work if you have a surround-sound audio output. Godot has a bug where its "record" effect does not work properly when there is more than one audio channel. The Choicer Voicer is reliant on the record effect working properly.

For people experienced with audio software, consider examining some pull requests that attempt to fix the issue. I have two from user "Buzzlord" here and here.

EDIT: If your mic hasn't worked in previous versions of The Choicer Voicer so far, please try the latest dev build, version 0.5.2-dev2. Let me know if your mic works for 0.5.2-dev2 if it wasn't working before.

I agree completely, and it would be an option if it could be. Due to game engine limitations, it can't create a new video with the dub audio replacing it. Dub replays rely on the dub pack's timing data to reconstruct it each time in-game.