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When importing small wav files, the "Trim" setting in the import dock has no effect. I noticed it for the first time on a ported 3.5 project (where Trim did work).
Expected behavior: trimmed audio files lose the silence at the beginning and end of the stream, so when you play them the actual sound part of the file plays immediately.
Not sure if this is only an issue with wav files, I haven't tried other audio formats.
Not sure if it's related to file length, I've only tried short samples.
Steps to reproduce
Create a wav file with some silence at the beginning and then a sound.
Import into a godot 4 project, turn on Trim in import settings for that file.
Play audio stream in Inspector or assign it to an AudioStreamPlayer and play in-game.
Edit: Lots of false starts, it seems the loop mode check is invalid and it previously would trim only when the loop mode was disabled, now it will do it only when not disabled, but only for the detected mode, seems to be a regression
This is present in 3.5 though so not sure how it works differently for you there
I didn't actually test 3.5, so if you say it's also present there, I believe you. I guess I had imports from an older version that didn't get reimported in 3.5 and so seemed to behave correctly?
Godot version
4.0.1 official release
System information
Windows 10, Forward+, AMD Radeon R9 290X
Issue description
When importing small wav files, the "Trim" setting in the import dock has no effect. I noticed it for the first time on a ported 3.5 project (where Trim did work).
Expected behavior: trimmed audio files lose the silence at the beginning and end of the stream, so when you play them the actual sound part of the file plays immediately.
Not sure if this is only an issue with wav files, I haven't tried other audio formats.
Not sure if it's related to file length, I've only tried short samples.
Steps to reproduce
Minimal reproduction project
no_trim_issue_project.zip
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