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AudioStreamSynchronized stops playback if 'set_sync_stream' is called while playing #101400

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adriano-sudario opened this issue Jan 10, 2025 · 0 comments

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adriano-sudario commented Jan 10, 2025

Tested versions

  • Reproducible in: 4.3.stable and later
  • Not reproducible in: 4.2.stable and earlier

System information

Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility) - Intel(R) HD Graphics 5500 (Intel Corporation; 20.19.15.5107) - Intel(R) Core(TM) i5-5200U CPU @ 2.20GHz (4 Threads)

Issue description

If AudioStreamSynchronized::set_sync_stream is called while playback is playing, audio will be stopped.

I've described some of my experience with AudioStreamSynchronized on this bluesky thread, for those interested on discussing about it.

There's an opened PR to fix it.

Steps to reproduce

  • Add a AudioStreamSynchronized to an AudioPlayer with autoplay set to true
  • Load another stream on script to be set later
  • Call set_sync_stream(another_stream) from AudioStreamSynchronized's instance when a chosen input is pressed

Minimal reproduction project (MRP)

You can reproduce this behavior here, with detailed informations, running the res://scene unexpected_behaviors/stream_sync_stops_when_set.tscn

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