You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
As I was figuring out how the audio generator demo worked, I noticed that partially or completely filling the AudioStreamGeneratorPlayback audio frames once and the playing them would not make the AudioStreamPlayer fire any signals.
I was expecting a "finished" signal to fire, or perhaps a "loading" or "waiting" signal with which one could use to just stop the AudioStreamPlayer completely if wanted.
Steps to reproduce:
Run the attached project. The output and code from generator_demo.gd makes this issue more easily visible.
As a workaround, to stop the AudioStreamPlayer when using an AudioStreamGenerator resource, users have to keep track of the available audio frames in the AudioStreamGeneratorPlayback. Once all the available frames are consumed, the maximum available frames is visible again which means that the AudioStreamGeneratorPlayback is empty, which can be used to stop the AudioStreamPlayer. This is shown in the generator_demo.gd within the attached project.
Godot version:
3.2 branch at commit be625f6
OS/device including version:
Arch Linux
Issue description:
As I was figuring out how the audio generator demo worked, I noticed that partially or completely filling the
AudioStreamGeneratorPlayback
audio frames once and the playing them would not make theAudioStreamPlayer
fire any signals.I was expecting a "finished" signal to fire, or perhaps a "loading" or "waiting" signal with which one could use to just stop the
AudioStreamPlayer
completely if wanted.Steps to reproduce:
Run the attached project. The output and code from
generator_demo.gd
makes this issue more easily visible.As a workaround, to stop the
AudioStreamPlayer
when using anAudioStreamGenerator
resource, users have to keep track of the available audio frames in theAudioStreamGeneratorPlayback
. Once all the available frames are consumed, the maximum available frames is visible again which means that theAudioStreamGeneratorPlayback
is empty, which can be used to stop theAudioStreamPlayer
. This is shown in thegenerator_demo.gd
within the attached project.Minimal reproduction project:
generator.zip
Based on: https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator
Related
#30737
#33579
#33602
The text was updated successfully, but these errors were encountered: