Here's my packs:https://alizarinred.itch.io/alizarinredscvpacks Featuring Pokemon Cries from both Anime AND the games (plan to add post 3DS Cries for Gen 1-5) and Pokemon Play It! Cries (Currently have no thumbnails WIP) I also included Vinemon Cries as well as a bunch of themed characters from Vinemon in it.
I also am going to add Pokemon Stadium 2 Cries and as they are unique enough to be added.
I'm noticing that if I download and install larger packs of clips, the audio clip selector prioritizes content from those larger packs.
Perhaps the algorithm could select a pack first, then choose a clip from that pack or one of the sub-packs inside so you're still likely to see smaller voice packs without disabling the bigger ones.
Yes, currently the only random selection option is a uniform randomization, which means very large packs will get picked more. A planned feature is randomization based on picking packs instead, but it's one of many features that still need to be implemented.
Windows defender just blocked this game from trying to get onto my laptop saying that its a "virus" should i be worried about it or nah? it says its classified as trojan
It's an unfortunate common problem with new and small programs, as Windows flags it as "unknown software," though now I am curious if other people have a warning classifying it the same as yours. Even when I downloaded it myself off Itch while doing tests of the store page, launching my own game from that would have Windows give me a software warning.
I got the same warning when I opened the game its probably because the game doesn't have a certified certificate and its being marked as a virus because it accesses the microphone, so windows is probably treating it as a pup.
Is it possible to add a switch or option in the settings to be able to listen to the original and recorded clip in different channels at the end of the round: the original in the left channel, and the recorded voice in the right channel?
That's actually a feature I've wanted, but only recently found a simple implementation for; so yes, I think I should be able to include that in an update soon.
While testing out the ps3 eyetoy mic (it is possible), i was receiving no input. In my sound settings, it shows that it is working perfectly fine. The os I'm using is windows 11.
I made a Simpsons voice pack, featuring 50 clips in total.There's voice clips from different characters, some funny noises, singing, memes. The clips are all free from any unneccessary silence and background noise (aside from one instance of a table slam, which can be reproduced using, well, a table). I also put unique pictures for each clip as well as subtitles.
Hiya! Just wanted to see if there was any progress made on the mic issue since I'm having some as well.
I'm on Windows 10 with a Blue Snowball and no other audio drivers or 3rd party software that would mess with audio. As other's have said it shows up in the live but doesnt show up in recording or playback. Happens regardless of the mic used as well. If there's anything I can do to help troubleshoot this further lemme know!
the customization menu says the game supports .ogg files, but i put a bunch of .ogg's into a pack and it says "No voices in this pack" even tho theres a bunch of files in there. do i have to convert them all to .wav or .mp3 or something?
I just looked into it, and it was a stupid mistake--lacking an if statement on one line of code. I've just fixed it and updated the .exe with said update, so it should be seeing those .ogg files now.
i redownloaded the customization menu and the .ogg files still didn't show up, but i did buy the full game and the files ARE showing up there and working perfectly. thank u for the fix!
Having a big issue with the game that I can't wrap my head around. My mic isn't being picked up in-game or when using the 'Record' button in the audio settings, however it IS picked up when using the 'hear live mic' setting.
On top of that, none of the waveforms are showing up for the voice clips in game. I can still hear their audio playing just fine, but there is no waveform to copy. Can't verify whether that stops me from being able to score anything due to the mic issue
I have tried disabling my mic software but to no avail, and have also tried multiple different packs, and both versions of the game.
EDIT: Just seen a bunch of other players have reported the same thing, so sorry to pile on another comment about the same issue. Hope you can figure this out, in the meantime I'll keep tweaking with it ;p
It's been a thorn in my side, yes. So the problem persists when you use your OS's default audio? Can you specify your OS, audio driver, and mic?
What's weird is that the microphone must be working with my "Player" Godot audio bus itself, but apparently not the AudioEffectRecord and AudioEffectSpectrumAnalyzer instances on that bus.
I've had reports of the Godot Engine not playing nice with some peoples' audio software. Do your mics use some kind of software as well, and what OS is it on? At least one person got it working by disabling their 3rd party software.
I'm very sorry that the mic settings aren't working properly. It's been frustrating, but I can only do so much when some of these are issues with the game engine itself.
EDIT: I think it was some bizarre encoding issue that happened, re-encoding through FFMPEG with silence removal seems to have fixed it.
I'm having a problem where some of my voice pack WAV files are having extra silence added onto them in-game, and then I get 0 scores due to background noise being picked up and being considered inaccurate to the added silence. They don't exist in the files themselves, I've checked in Audacity. Is this a known issue?
Downloaded the Linux version, and everything seems to be working correctly except for the audio clip length - the waveforms are cut off before the audio track ends, and this also applies to scoring and recording. System is running Arch Linux on KDE Plasma Wayland.
If you need further testing for the Linux version, let me know and I’d be happy to test any additional builds sent my way.
Edit: I just tried the Windows version within Proton 9.0-2, and the exact same bug is happening there as well, so it’s more likely to be a general game bug.
Thank you for the video example, that makes it much easier to understand. I'll look into it straight away.
Edit: Unfortunately I am not able to replicate the issue on my PC, but I did revert a few changes to the waveform sampler that I suspect may be the cause. I've just updated both instances of 0.4.12 with this reversion in case it is the cause.
If this change doesn't fix it, let me know if Windows 0.4.11 has the same issue, and if not I'll compare the changes.
Working perfectly for me, on Windows 10 with a Blue Yeti mic. Having a blast despite the embarrassment and looking forward to future updates, but personally most excited for pack-based clip selection bias! Also working on a voice pack that I may post later on. I could see this thing really blowing up!
Having mic cutoff issues on steam deck proton experimental. Possibly a performance issue happens more often later into the session also sometimes see lag spikes or get stuck lagging eventually too.
When reviewing the Godot Engine's documented audio issues, I did come across one talking about issues caused by an audio player being active for an hour+, but hopefully the lag occurring after a while is something I'm not cleaning up in my code.
Hopefully I can diagnose why the Windows version has those issues, but great to hear that the Linux one has no glaring issues. Thank you for the comment.
Me and my friend made a pack that we called WiiVoice and while testing it with other friends we had an absolute blast. Thank you so much for making the game!!!
Would there happen to be a contact or submission form for some feedback and thoughts that we came across while making and testing our pack?
Glad to hear the local multiplayer was worth the effort it took to implement in this version! Feedback can be submitted at 'feedback.yeahmaybe@gmail.com'
Since the Games recording doesnt work i want to help, here is information about my pc:
Windows 11 Insider Preview Build 26020
As Speaker mainly: Logitech G935
As Mic: Tonor Q9
I tried it with the Headset Microphone and with the Logitech Hub fully closed through task manager but it doesnt record anything. Yet when i turn on live mic i can hear myself, but the game doesnt record it for whatever reason ¯\_(ツ)_/¯
The reported Steelseries mics not working might be an issue with its audio software. Does the Tonor Q9 also have its own audio software? If so, that would demonstrate a pattern of either my code or the actual Godot Engine not playing well with these mics' software.
I've made an unofficial server for this so we can all enjoy the game together and have a great spot to find other people's content and packs, or even post your own contributions :D
Unfortunately no, nor is there actually a way to test voice clip audio in the main game either, outside of playing a round. It's a feature I need to add in an update.
Also, would you be interested in me running a Discord server for this game, so people can discuss it, host MP nights, share custom content and such, and more?
Would be cool to make an awesome community for this :D
Anyone's free to make their own community if they wish, especially since I'm not spearheading that. As long as nobody tries to claim that theirs is official, I say go for it.
I've made it. I've labelled it clearly in the name that it's unofficial, but you're welcome to join it too and I can give you a special role only for you (and whoever else is currently making it, wherever it's just you, or anyone else who joins you in the future).
Picked it up with intent to play with some friends on discord, as well as contribute to making some packs and it's great so far :)
Just wanna give headsup tho that people who use Steelseries Sonar (the pricier / newer headsets use that), this game has a problem with that app, so the only way you can get the mic to work properly is to close Steelseries fully (through task manager), then you can use ur headset properly on it.
my antivirus put the godot program into untrusted because of missing digital signature, but making it trusted seemed not to help too much but heres the interesting thing I found.
So despite the wavelength not showing any blips, the audio IS recorded. But it doesnt show it. Nor does it play back on my headset. It however does play it back when i run it on my speakers for some reason? I dunno what could be causing this but i hope that's some help o3ob
Thank you so much for taking time to investigate the issue. What you've reported is incredibly baffling though. So, if I've got this correct, all game audio works except the user voice playback, which will only play if you've chosen your speakers as the output device?
And the waveform appears for the voice clips, but not the user voice recording, but the user voice is actually recorded? That's the weirdest part, because the waveform sampling and user recording uses the exact same audio bus. ...what on Earth...
Okay i did more testing and i have solved the issue. And this may be a good thing to mention for anybody who uses this cause it's a pretty popular brand.
I am using a Steelseries Arctis 9 headset that comes with software for use. One of which deals with audio stuff. Sonar, which is a setting for increased audio control in the Steelseries GG client, messes with the game. I turned it off and with the same mic input and same output, it now shoes the wavelength and works. So should this error occur for anybody else you can point them towards that :D
Yet again, I thank you very much for your sleuthing. Proprietary audio software is of course something I have no experience with; I will have to consult the Godot community and find out if it's an issue with my code hopefully, and not a problem with the Godot Engine itself.
I have the game's defaults as a separate download, which shows the basic structure of pack files and what the names have to be. What kind of pack are you making? Are the names of your files the ones that the game looks for?
hey so, for some reason, the scoreblips sound fine in the menus, but within the rounds, nothing plays, i tried using all audio formats, and nothing, any idea?.
I shall look into it as soon as I get home. That's strange that nothing plays, especially if it works in the menu. It's something dumb on my part, I'm sure. Thank you for the report.
There was in fact an issue with the scoreblips in the studio, where the file type expected only WAV. This caused an error when I tested it with MP3. I've updated it to fix that--however, you said that you tried all audio formats and it didn't work for you, but WAV should've worked in that scenario. Does the new version 0.4.11 happen to fix it for you? If not, I'll have to try harder to find the cause.
this is a fantastic game! quick question: no matter what i do, whenever i try to give my custom host unique dialogue, it defaults to Shae's every time, is there a workaround/fix for this?
Thank you for catching that! Appears to be a bug from a late addition to my code that I wasn't even utilizing. I've just updated the download to version 0.4.10 which should (among other things) properly load your chosen host.
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Here's a small pack of FF14 voice clips I threw together for one of my friends.
https://drive.google.com/file/d/1k39gBVb_a5-71hmNMN1yaT-LxTgZIySD/view
here is a pack of sonic voice lines, from official sonic media (including funny and weird ones from official sonic social media posts)
https://drive.google.com/file/d/15eOoC7Vae_ms9cOQnnDuD8trE1Yr_o3J/view?usp=drive...
Here's my packs:https://alizarinred.itch.io/alizarinredscvpacks
Featuring Pokemon Cries from both Anime AND the games (plan to add post 3DS Cries for Gen 1-5) and Pokemon Play It! Cries (Currently have no thumbnails WIP)
I also included Vinemon Cries as well as a bunch of themed characters from Vinemon in it.
I also am going to add Pokemon Stadium 2 Cries and as they are unique enough to be added.
That's an amazing pack. Thank you so much.
I'm noticing that if I download and install larger packs of clips, the audio clip selector prioritizes content from those larger packs.
Perhaps the algorithm could select a pack first, then choose a clip from that pack or one of the sub-packs inside so you're still likely to see smaller voice packs without disabling the bigger ones.
Yes, currently the only random selection option is a uniform randomization, which means very large packs will get picked more. A planned feature is randomization based on picking packs instead, but it's one of many features that still need to be implemented.
Did some custom stuff for some silly stuff relating to a band I am in, check it out if you wanna get very confused and concerned: https://drive.google.com/drive/folders/1qnp7_Jza8zihbjK9isnq81f4ztczENqa?usp=dri...
Windows defender just blocked this game from trying to get onto my laptop saying that its a "virus" should i be worried about it or nah? it says its classified as trojan
It's an unfortunate common problem with new and small programs, as Windows flags it as "unknown software," though now I am curious if other people have a warning classifying it the same as yours. Even when I downloaded it myself off Itch while doing tests of the store page, launching my own game from that would have Windows give me a software warning.
I got the same warning when I opened the game its probably because the game doesn't have a certified certificate and its being marked as a virus because it accesses the microphone, so windows is probably treating it as a pup.
I made an F-Zero voicepack and an asdfmovie voicepack
can't wait to see Vinny and Joel's reactions to these onesThese voice packs want me to access.
Forgot to set the share setting to "anyone with the link"
Should be fixed now
Is it possible to add a switch or option in the settings to be able to listen to the original and recorded clip in different channels at the end of the round: the original in the left channel, and the recorded voice in the right channel?
That's actually a feature I've wanted, but only recently found a simple implementation for; so yes, I think I should be able to include that in an update soon.
I was making a soundpack and when i was making different buttons, it dosent play the sound
While testing out the ps3 eyetoy mic (it is possible), i was receiving no input. In my sound settings, it shows that it is working perfectly fine. The os I'm using is windows 11.
will there be a steam release of this? itch.io doesn't have gift cards
I made a Simpsons voice pack, featuring 50 clips in total.There's voice clips from different characters, some funny noises, singing, memes. The clips are all free from any unneccessary silence and background noise (aside from one instance of a table slam, which can be reproduced using, well, a table). I also put unique pictures for each clip as well as subtitles.
https://www.mediafire.com/file/pu5djhlbadwnst8/Simpsons_voice_pack.zip/file
On a side note, I tried playing this entire pack at once and the game crashed after clip #40.
edit: found out it was an issue with the image for the "lisa needs braces" clip. It should work fine now.
And here's a Simpsons judge pack as an added bonus.
https://www.mediafire.com/file/572v1sfidwfllmn/Simpsons_judges.zip/file
Got a Corsair HS80 Wireless and the mic doesn't work (At least not right away*, not sure what I could still mess with other than the software).
Just a report on that one, I'm sure mic issues will work themselves out in the future <3
Hiya! Just wanted to see if there was any progress made on the mic issue since I'm having some as well.
I'm on Windows 10 with a Blue Snowball and no other audio drivers or 3rd party software that would mess with audio. As other's have said it shows up in the live but doesnt show up in recording or playback. Happens regardless of the mic used as well. If there's anything I can do to help troubleshoot this further lemme know!
im on a blue yeti pro with the same issue
the customization menu says the game supports .ogg files, but i put a bunch of .ogg's into a pack and it says "No voices in this pack" even tho theres a bunch of files in there. do i have to convert them all to .wav or .mp3 or something?
I just looked into it, and it was a stupid mistake--lacking an if statement on one line of code. I've just fixed it and updated the .exe with said update, so it should be seeing those .ogg files now.
i redownloaded the customization menu and the .ogg files still didn't show up, but i did buy the full game and the files ARE showing up there and working perfectly. thank u for the fix!
Having a big issue with the game that I can't wrap my head around. My mic isn't being picked up in-game or when using the 'Record' button in the audio settings, however it IS picked up when using the 'hear live mic' setting.
On top of that, none of the waveforms are showing up for the voice clips in game. I can still hear their audio playing just fine, but there is no waveform to copy. Can't verify whether that stops me from being able to score anything due to the mic issue
I have tried disabling my mic software but to no avail, and have also tried multiple different packs, and both versions of the game.
EDIT: Just seen a bunch of other players have reported the same thing, so sorry to pile on another comment about the same issue. Hope you can figure this out, in the meantime I'll keep tweaking with it ;p
It's been a thorn in my side, yes. So the problem persists when you use your OS's default audio? Can you specify your OS, audio driver, and mic?
What's weird is that the microphone must be working with my "Player" Godot audio bus itself, but apparently not the AudioEffectRecord and AudioEffectSpectrumAnalyzer instances on that bus.
i know its not the best but this is a idea for a desktop icon for the game
I made a Vinesauce Joel pack if anybody is interested!
"You need access"
Dawg, set the general access to "anyone with the link" so people can actually download this pack.
im an idiot im sorry
I can't download it
fuck I didn't realize it was private aaaaaaa
game doesn't pick on my mic either the one on my wireless logitech headset or my shure hooked on elgat wave xlr !!!!
anyone with more than my below 2 digit iq that has the answer is welcome
I've had reports of the Godot Engine not playing nice with some peoples' audio software. Do your mics use some kind of software as well, and what OS is it on? At least one person got it working by disabling their 3rd party software.
I'm very sorry that the mic settings aren't working properly. It's been frustrating, but I can only do so much when some of these are issues with the game engine itself.
i have elgato wave xlr software to translate the xlr mic and my headset microphone go through logitech software, disbling any will shut them down!
i'll wait for a possible update for compatibility
The Scott The Woz Pack 2.0!.
EDIT: I think it was some bizarre encoding issue that happened, re-encoding through FFMPEG with silence removal seems to have fixed it.
I'm having a problem where some of my voice pack WAV files are having extra silence added onto them in-game, and then I get 0 scores due to background noise being picked up and being considered inaccurate to the added silence. They don't exist in the files themselves, I've checked in Audacity. Is this a known issue?
Downloaded the Linux version, and everything seems to be working correctly except for the audio clip length - the waveforms are cut off before the audio track ends, and this also applies to scoring and recording. System is running Arch Linux on KDE Plasma Wayland.
I recorded a video that shows this off: https://youtu.be/TS6xuKEp2ZQ
If you need further testing for the Linux version, let me know and I’d be happy to test any additional builds sent my way.
Edit: I just tried the Windows version within Proton 9.0-2, and the exact same bug is happening there as well, so it’s more likely to be a general game bug.
I'm having the same issue on native Windows.
Thank you for the video example, that makes it much easier to understand. I'll look into it straight away.
Edit: Unfortunately I am not able to replicate the issue on my PC, but I did revert a few changes to the waveform sampler that I suspect may be the cause. I've just updated both instances of 0.4.12 with this reversion in case it is the cause.
If this change doesn't fix it, let me know if Windows 0.4.11 has the same issue, and if not I'll compare the changes.
The new build seems to fix it! Thanks for the quick turnaround.
Working perfectly for me, on Windows 10 with a Blue Yeti mic. Having a blast despite the embarrassment and looking forward to future updates, but personally most excited for pack-based clip selection bias! Also working on a voice pack that I may post later on. I could see this thing really blowing up!
Planning steam release also?
I tried loading with the pc I bought to play the alpha of minecraft. So yea it's not working I need a new PC. XD
I've made a big Valve pack with over 1600 voice lines, players, hosts, a menu theme and judges! https://drive.google.com/file/d/123llKjHZa5JPg1n9gJgWhoTXCg-yeWM7/view?usp=shari...
I also updated the Retro FPS Pack with some bug fixes and improvements: https://drive.google.com/file/d/123qDjCSPUsNjrvbIT05bB82ik9ghb_St/view?usp=shari...
I've updated the Valve Pack to split it into two files. The main pack now has only 750 voice lines. The rest of the lines I've released as an add-on.
The Main Pack: https://drive.google.com/file/d/12ARGaHWziJ1YKZ4UXmdhvM2v_BMyMdTw/view?usp=shari...
The Extended Add-on: https://drive.google.com/file/d/12AwFFwE7jXjTARvY3A3S5o3taruOKNvw/view?usp=shari...
I figured out why the menu music for your packs weren't working. You named them "menu_music" when you actually have to name the file "music_menu"
Do you think that this game will eventually be put on Steam?
Having mic cutoff issues on steam deck proton experimental. Possibly a performance issue happens more often later into the session also sometimes see lag spikes or get stuck lagging eventually too.
When reviewing the Godot Engine's documented audio issues, I did come across one talking about issues caused by an audio player being active for an hour+, but hopefully the lag occurring after a while is something I'm not cleaning up in my code.
An update is that it seems to happen more and quicker in sessions with multiple players then a single player.
We had no more cutoffs so far on the Linux version and it also seems to function same as the Windows version with no issues to report yet.
Hopefully I can diagnose why the Windows version has those issues, but great to hear that the Linux one has no glaring issues. Thank you for the comment.
Me and my friend made a pack that we called WiiVoice and while testing it with other friends we had an absolute blast. Thank you so much for making the game!!!
Would there happen to be a contact or submission form for some feedback and thoughts that we came across while making and testing our pack?
Glad to hear the local multiplayer was worth the effort it took to implement in this version! Feedback can be submitted at 'feedback.yeahmaybe@gmail.com'
what sort of lines are in this pack?
Since the Games recording doesnt work i want to help, here is information about my pc:
Windows 11 Insider Preview Build 26020
As Speaker mainly: Logitech G935
As Mic: Tonor Q9
I tried it with the Headset Microphone and with the Logitech Hub fully closed through task manager but it doesnt record anything. Yet when i turn on live mic i can hear myself, but the game doesnt record it for whatever reason ¯\_(ツ)_/¯
The reported Steelseries mics not working might be an issue with its audio software. Does the Tonor Q9 also have its own audio software? If so, that would demonstrate a pattern of either my code or the actual Godot Engine not playing well with these mics' software.
I do not have any software for the Tonor Q9, idk if there is even one but i never downloaded or searched for any
I've made an unofficial server for this so we can all enjoy the game together and have a great spot to find other people's content and packs, or even post your own contributions :D
https://discord.gg/hVesntKuqY
Is there no way to listen to the audio packs in game in the demo?
Unfortunately no, nor is there actually a way to test voice clip audio in the main game either, outside of playing a round. It's a feature I need to add in an update.
Also, would you be interested in me running a Discord server for this game, so people can discuss it, host MP nights, share custom content and such, and more?
Would be cool to make an awesome community for this :D
Anyone's free to make their own community if they wish, especially since I'm not spearheading that. As long as nobody tries to claim that theirs is official, I say go for it.
I've made it. I've labelled it clearly in the name that it's unofficial, but you're welcome to join it too and I can give you a special role only for you (and whoever else is currently making it, wherever it's just you, or anyone else who joins you in the future).
Thanks :)
https://discord.gg/hVesntKuqY
Picked it up with intent to play with some friends on discord, as well as contribute to making some packs and it's great so far :)
Just wanna give headsup tho that people who use Steelseries Sonar (the pricier / newer headsets use that), this game has a problem with that app, so the only way you can get the mic to work properly is to close Steelseries fully (through task manager), then you can use ur headset properly on it.
Hopefully you guys can fix that soon :)
Hey YeahMaybe me again.
I did some more testing should it help.
my antivirus put the godot program into untrusted because of missing digital signature, but making it trusted seemed not to help too much but heres the interesting thing I found.
So despite the wavelength not showing any blips, the audio IS recorded. But it doesnt show it. Nor does it play back on my headset. It however does play it back when i run it on my speakers for some reason? I dunno what could be causing this but i hope that's some help o3ob
Thank you so much for taking time to investigate the issue. What you've reported is incredibly baffling though. So, if I've got this correct, all game audio works except the user voice playback, which will only play if you've chosen your speakers as the output device?
And the waveform appears for the voice clips, but not the user voice recording, but the user voice is actually recorded? That's the weirdest part, because the waveform sampling and user recording uses the exact same audio bus. ...what on Earth...
Okay i did more testing and i have solved the issue. And this may be a good thing to mention for anybody who uses this cause it's a pretty popular brand.
I am using a Steelseries Arctis 9 headset that comes with software for use. One of which deals with audio stuff. Sonar, which is a setting for increased audio control in the Steelseries GG client, messes with the game. I turned it off and with the same mic input and same output, it now shoes the wavelength and works. So should this error occur for anybody else you can point them towards that :D
I seem to have the same exact issue as well, except I'm using a Logitech G Pro X.
Yet again, I thank you very much for your sleuthing. Proprietary audio software is of course something I have no experience with; I will have to consult the Godot community and find out if it's an issue with my code hopefully, and not a problem with the Godot Engine itself.
How do I make a pack? I’m trying to put my character in the game, but its not working. Can you help me on that please?
I have the game's defaults as a separate download, which shows the basic structure of pack files and what the names have to be. What kind of pack are you making? Are the names of your files the ones that the game looks for?
hey so, for some reason, the scoreblips sound fine in the menus, but within the rounds, nothing plays, i tried using all audio formats, and nothing, any idea?.
I shall look into it as soon as I get home. That's strange that nothing plays, especially if it works in the menu. It's something dumb on my part, I'm sure. Thank you for the report.
There was in fact an issue with the scoreblips in the studio, where the file type expected only WAV. This caused an error when I tested it with MP3. I've updated it to fix that--however, you said that you tried all audio formats and it didn't work for you, but WAV should've worked in that scenario. Does the new version 0.4.11 happen to fix it for you? If not, I'll have to try harder to find the cause.
works fine now!
this is a fantastic game! quick question: no matter what i do, whenever i try to give my custom host unique dialogue, it defaults to Shae's every time, is there a workaround/fix for this?
I have this issue too...
Thank you for catching that! Appears to be a bug from a late addition to my code that I wasn't even utilizing. I've just updated the download to version 0.4.10 which should (among other things) properly load your chosen host.