chip.wav: error: Importer 'WavImporter' had unexpected failure!
Microsoft.Xna.Framework.Content.Pipeline.InvalidContentException: Failed to open file chip. Ensure the file is a valid audio file and is not DRM protected. ---> System.InvalidOperationException: Probed audio format does not match RIFF
at Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent..ctor (System.String audioFileName, Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioFileType audioFileType) [0x00167] in <775ee6b08f8441cd9946f7532ebffc51>:0
--- End of inner exception stack trace ---
at Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent..ctor (System.String audioFileName, Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioFileType audioFileType) [0x001a0] in <775ee6b08f8441cd9946f7532ebffc51>:0
at Microsoft.Xna.Framework.Content.Pipeline.WavImporter.Import (System.String filename, Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext context) [0x00048] in <775ee6b08f8441cd9946f7532ebffc51>:0
at Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1[T].Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import (System.String filename, Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext context) [0x00022] in <775ee6b08f8441cd9946f7532ebffc51>:0
at MonoGame.Framework.Content.Pipeline.Builder.PipelineManager.ProcessContent (MonoGame.Framework.Content.Pipeline.Builder.PipelineBuildEvent pipelineEvent) [0x00081] in <775ee6b08f8441cd9946f7532ebffc51>:0
Important part:
Failed to open file chip. Ensure the file is a valid audio file and is not DRM protected.
It is not DRM protected. Also, MonoGame Pipeline Tool 3.5.0.1678 can read the file without any problems. It's the new version that cannot read the file.
I'm fixing this now. Turns out your sample wav is 32-bit floating point mono. I'm adding support for IEEE Float wav formats in the content pipeline and in the runtime for SoundEffect.FromStream(). DirectX is done. Doing OpenAL now.
OpenAL is a little more difficult. Will finish it tomorrow.
For the time being, I converted it to WAV (Microsoft) signed 16-bit PCM.
Facing same issue during update from 3.5 to 3.6. Is it fixed now ? Any stable release or workaround ?
This should be all good now. Let us know if there are still any issues.
Thanks for your quick response. Actually I got MG 3.7.0.752 and WAV issue seems to be fixed. But I got another problem during build of Android project:
C:\Program Files (x86)\MSBuild\MonoGame\v3.0\MonoGame.Content.Builder.targets(73,5): error MSB3191: Unable to create directory "C:\Users...". The given path's format is not supported.
It seems that this path is "duplicated" but I have no idea why ..
Raise another issue for the content builder. Include as much indooroopilly
as you can, such as the full path showing which part is duplicated.
Most helpful comment
I'm fixing this now. Turns out your sample wav is 32-bit floating point mono. I'm adding support for IEEE Float wav formats in the content pipeline and in the runtime for
SoundEffect.FromStream(). DirectX is done. Doing OpenAL now.