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  • 3.7.00-beta released - Audio!

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Note that currently your WAV files must use the PCM format. We'll support other types of WAV files soon (eg, float). If you get a message your audio couldn't be loaded, check your spine.log.

Cool, thanks a lot Nate!

YEIII!!! Thank you so much guys 🙂

7 дней спустя

Just wow! Thanks for all the hard work guys!

Just what I needed, thank you!

Awesome, a feature i was waiting for a long time! 🙂 Thx guys.

месяц спустя

How can I export animation to have audio in it ? :/ Tried in QuickTime, animation exports but audio doesnt :/

Keep in mind audio is still super early in Spine.

Will there be support for compressed audio formats like ogg and m4a?

Ah nevermind this post. I just saw the blog

We currently support WAV (currently only PCM, but we'll add the other WAV formats), OGG, and MP3.

месяц спустя

I want audio in the next official version :$

23 дня спустя

Hi guys, do you have any estimate where this 3.7 version will be released?

3.7 was released 3 months ago in beta form. To use it, you need to opt in to beta updates. See here:
http://esotericsoftware.com/spine-settings#Beta-versions
Or, you can run a specific version of Spine like this:
`Spine


update 3.7.04-beta`
You can see all the possible Spine versions in the changelog.

@Nate - I ran into an issue where my artist created some assets using 3.7 that don't seem to be backwards compatible with the current Unity runtime (graphical issues when importing into Unity)

When would you expect that the Unity runtime might be updated to be compatible with 3.7?

I'm afraid I don't have an ETA for when the spine-unity runtime will be updated for 3.7. We would certainly like to be making progress finishing up 3.7, but instead of had to spend a lot of effort on bug fixing to make 3.6 (and therefore 3.7) stable. It's important we don't race ahead and do too much before making the current stuff solid, though I am happy we could make audio available so quickly after 3.6.

That said, I wonder what the incompatibility was, since I would expect the 3.6 runtime to work just fine with 3.7 JSON data exports. The 3.6 runtime will just ignore the audio data. You won't be able to use binary export yet, since that is unable to ignore any part of the data.

месяц спустя

I am in the same boat as Wedrownik. I am using the latest Beta with a Pro license and trying to export a video file with audio in it.

I am not sure how everything all works together, so of the many types of video file formats the only one I have found to actually show animations is when I export as a QuickTime using JPG.

In Editor I can get .ogg and .wav to work just fine, but I can't seem to export the audio in the video formats I have. I have done as much research as I can online about various aspects. Downloading several video players, video converters, and video file 'repair' software hasn't worked. I am of the impression that either there is a 'switch' within Spine itself to export Audio that I haven't turned on, or just isn't available right now.

If it is impossible to Export audio from Spine right now. What would be a good work-around to know that the audio lines-up properly with the frames of the video? Would I be able to take the animation/video in something like Flash and be able to see the frames and add audio in the same frames as it would have been in Spine and then export from there?

I haven't used Flash in several years, but I'm just trying to think of how I might be able to accomplish video with audio, if Spine doesn't allow it yet.

Please help steer me in the right direction. Also, thank you for sending me my license key that I had lost.

Sorry it wasn't clear, currently Spine doesn't include audio when exporting video. You can subscribe to this issue to get notification when it is complete:
Audio support · #201 · EsotericSoftware/spine-editor

Until then, you could use something like Adobe Premiere to put the audio at the right times, but it's not really ideal to do the work twice.

Thanks, Nate! That is really nice and helpful.

I always appreciate that little dog face on these forums.

She's really good with computers. 😉

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месяц спустя

We highly need sync music to animations. Any movement forward regarding 3.7 release? ( unity )

Do you guys at Spine have mailings when major updates come to Spine, Spine-Unity or other stuff? I know you have the Blog. I feel it's hard to keep up with constantly having to check the forum/blog, subscribing to an post for news (when probably someone already created an separate post later and you don't find out until a half year later).

I would love monthly mailings of the blog. Let me know if this already exist, couldn't find any info. Thank you!

We do send out mails when we release a new version of Spine. We do not send out mails for smaller runtimes updates, e.g. for the Unity runtime. We do not know which runtime a user users, so we can't send out a mail specifically to the users using a specific runtime. If you want to keep up-to-date with the runtime, I suggest you watch the spine-runtimes repository on GitHub https://github.com/esotericsoftware/spine-runtimes. GitHub can send you notifications via email.

badlogic написал

We do send out mails when we release a new version of Spine. We do not send out mails for smaller runtimes updates, e.g. for the Unity runtime. We do not know which runtime a user users, so we can't send out a mail specifically to the users using a specific runtime. If you want to keep up-to-date with the runtime, I suggest you watch the spine-runtimes repository on GitHub https://github.com/esotericsoftware/spine-runtimes. GitHub can send you notifications via email.

This answerd my question, thank you!

Foriero: no ETA, but I wanted to clear up something else. The audio feature is editor only. There will be no runtime integration, if that's what you are waiting for.

No. All good. We want to create short piano like concerto that has to be synced to 2min music. Will then the audio in unity be in sync with spine animation? I mean if I take that same audio and play it in unity via audiosource? Do I need to do some extra unity syncing? Or updating skeletonanimation by audio.time?

If you update your animation using wall time (frame to frame time) it may not sync perfectly with the audio. This is mostly only noticeable for longer audio, which is how I'd classify 2 minutes of audio. In that case it's best to update the animation using the audio time, which will keep it perfectly in sync. If you only had short sound effects you probably wouldn't care to bother.

21 день спустя

Please ETA on 3.7?

Sorry, we are behind where we'd like to be. The holidays robbed some time, but mostly other things have come up (urgent bugs, support, some very annoying website needs, minor 3.7 features). We've nearly cleared our plates of that junk, leaving a few important 3.6 bugs that need addressing and to finish off audio support. I have plans to see family (I live across the pond) for 2 weeks starting in 4 weeks, which unfortunately could mean another delay. I'd love to say 3.7 can be done before that time and that is what we are shooting for, but I can't say for sure. Worst case it should be done early March.

Do you have a dependency on 3.7? Is there something specific blocking you from using it as is? Remember the audio doesn't have a runtime component


the audio events are just normal events that application code needs to use to play audio. Syncing is also done by application code updating the animations using the audio clock.

месяц спустя

Hi Nate, it has been quite a while. How is the state of 3.7? Back to your question. Yes we have animated episodes planned for production with spine. ( like Peppa Pig or Ben and Holly ) Without sound we would be animating a bit like in void.

Thanks, Marek.

7 дней спустя

Hi !

I saw that Godot spine runtime was planned/ready for 3.7 ? Is there a way to test it ?

Thanks

Ready means it's ready to be implemented. There's no code for Godot yet. You can follow the repository for updates.

месяц спустя

ETA?

3.7.15-beta has audio in video exports. We should release it in a few days.

I have been researching a lot into Unity's audio latency (e.g. https://github.com/5argon/UnityiOSNativeAudio) no matter what you do an audio will be played a bit after you execute the code line that plays them. It might cause some misunderstanding that Spine is not accurate. It is a lot worse on iOS compared to native iOS app (but still faster than Android), on Android it is a bit late than native Android app.

A naive solution is by playing the audio early to compensate. It can't be helped in a non-deterministic situation like when you require player input at that instance to decide to play the sound (like pushing buttons, hitting drums) but in case of Spine we can know in advance that the audio is going to be played after we started the animation. (That is if we don't stop the animation) This problem is then solvable by thinking as if the audio event is a bit early on the timeline. That is to say it would be great if I have some way to do this in the API side in Unity. Might make the API ugly and hard to understand why it is there (and it is not even Spine's fault)... but will be better than moving the event back manually in every animation in Spine every time I want to build to Android.

If the event is near the start and can't be moved back we might move them to the earliest 0 time, or delay the animation itself so that sound playing can come earlier.

This is not something specific to Unity, Android, or iOS. It's not easy for any software to know precisely when audio or video is rendered, especially when the hardware is unknown. Games where it matters allow the audio and video latency to be specified, eg Rock Band. Video is done by having you press a button when you see something on screen:

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Audio is done by a mic in the guitar hardware:

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The game measures the time from when the audio data is submitted for rendering and when the mic picks it up. Rock Band doesn't know what kind of audio hardware you will use (laptop speakers, a home theater receiver, etc), but it does know the exact mic's specifications. Since you are unlikely to be selling your users a mic, you probably just need to make the synchronization configurable. You could allow a number to be specified in milliseconds and/or make a game of it, similar to the video pic above. Eg, play a metronome sound and have the user tap the screen when they hear it.

12 дней спустя
Nate написал

3.7.15-beta has audio in video exports. We should release it in a few days.

This is great to hear, I just updated my Spine to 3.7.15 as this is pretty much the feature I've been waiting for. How is this done in the export? I don't see any settings and the resulting video doesn't play at all for me.

Currently only AVI has audio. It is always output, there are no options yet.

The video doesn't play? Some players choke on valid video files. Have you tried a different player? This one is good (better than VLC nowadays):
http://potplayer.daum.net/

Nate написал

Currently only AVI has audio. It is always output, there are no options yet.

The video doesn't play? Some players choke on valid video files. Have you tried a different player? This one is good (better than VLC nowadays):
http://potplayer.daum.net/

Ah I see.

I tried it on your suggested player, VLC, and windows media player and none worked.

Your player gave an error saying the file existed but didn't contain any video information.