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if there's ever a single underrun, the playback is removed and no amount of filling the buffer will ever restart playback. (source)
The main problem is that, if the audio stream ends by itself, it should not really require ramp down. Ramp down only makes sense if you suddendly stop the audio, but currently there is no way to discern this (source)
There was indeed a bug in the mono->stereo conversion of the ogg stream. I have a fix. I also found a fix for some ringing in the ogg/mp3 streams (source)
workaround: creates new AudioStreamPlayer nodes with random pitch properties and frees the nodes as needed: https://github.com/Calinou/escape-space/blob/master/autoload/sound.gd
Godot 4.x
big changes through PRs
play_stream
may not work (MSVC) #86054AudioStreamPlayer.set_stream
#67589AudioStreamPlayer.set_stream
function leaks memory in Godot #84398 (in Godot: 4.2.beta.custom_build)adb
running in the background #74779SubViewport
/AudioStreamPlayer2D
crash #91123AudioStreamPlaybackInteractive.switch_to_clip_by_name
function crashes Godot #90474These PRs need a backport
AudioStreamPlayer
AudioStreamPolyphonic
withAudioStreamPlayer.pitch_scale
#89210p_start_time
is negative when starting an audio playback stream #89499playing
to false or emits thefinished
signal. #89723finished
signal inconsistently. #56156finished
signal isn't emitted #88775AudioStreamPlayer3D
volume calculation for multiple viewports #94613MIDI
OS.open_midi_inputs()
crashes executing it after a while #69180OS.open_midi_inputs
crashes with dummy audio #52821Effects
Editor
Beat Count
import settings displays wrong data. #95697Import
This is related to the fade-in code that I was trying to fix in https://github.com/godotengine/godot/pull/71780
(source)Video player
Animation
AudioStreamPolyphonic
ignores theAudioStreamPlayer
pitch and volume properties #91605end_offset
does not work when it exists outside the animation length #75197TTS
Record
AudioStreamInteractive
Other
AudioStreamRandomizer.random_volume_offset_db
not working #82478if there's ever a single underrun, the playback is removed and no amount of filling the buffer will ever restart playback.
(source)The main problem is that, if the audio stream ends by itself, it should not really require ramp down. Ramp down only makes sense if you suddendly stop the audio, but currently there is no way to discern this
(source)AudioListener2D
ignores rotation for positional audio #69025AudioStreamMP3.set_data
crashes Godot #78414C#
Platform-specific
Windows
max_polyphony
limit. #83797play_stream
may not work (MSVC) #86054ERROR: thread_func: WASAPI: GetCurrentPadding error
Linux
Android
iOS
Web
Compatability
mode,Mobile
seems to workEnhancements
Documentation
Godot 3.x
Runtime
master
) #22016creates new AudioStreamPlayer nodes with random pitch properties and frees the nodes as needed: https://github.com/Calinou/escape-space/blob/master/autoload/sound.gd
AudioStreamPlayer.stop()
does not stop playback if playback was started in the same frame #37148AudioStreamPlayer.stop()
does not stop playback if playback was started in the same frame #37148 (comment)get_latency()
caching #45152AudioServer.get_time_to_next_mix()
can return negative values #49403Signals
Record
Effects
AudioEffectRecordInstance
are lost upon callingAudioServer::_update_bus_effects
#75041Multithreading
AudioStreamPlayer
cause crash due using it in different thread #54099Animation
AnimationPlayer.advance()
doesn't advance audio #48982Import
Export
Editor
Other
undefined symbol: pa_threaded_mainloop_once_unlocked
on startup #47384.ogg
file import error: Cannot open file 'res://.import/music.ogg-6849ed60109f01916f243ace862e95fb.oggstr'. #62804OS.tts_set_utterance_callback
crashes Godot #66821Platform-specific
Linux/BSD
autoplay
enabled does not play wav in exported project #45355Windows
ERROR: thread_func: WASAPI: GetCurrentPadding error
ERROR: thread_func: WASAPI: unsupported channel count in microphone!
AudioServer.capture_set_device()
andAudioServer.device()
do not work on Windows #46710Android
iOS
**ERROR**: AudioOutputUnitStart failed, code: -50 on iOS
when silent mode is enabled on the iOS device #50638macOS
HTML
Documentation
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