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When previewing a camera in the editor, the audio listener fails to move with it. #88565

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Tracked by #76797
m4rr5 opened this issue Feb 19, 2024 · 0 comments
Open
Tracked by #76797

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@m4rr5
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m4rr5 commented Feb 19, 2024

Tested versions

Reproducible in: Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.2824) - Intel(R) Core(TM) i9-14900KF (32 Threads), went back to Godot 4.0-stable and the issue is present there too.

System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.2824) - Intel(R) Core(TM) i9-14900KF (32 Threads)

Issue description

When you open the sample project in the editor, there is a player object with a camera and looping audio sample attached. The player object rotates around the origin, above a plane (purely there to visualize the movement) by using a @tool script. What you expect is to hear the sound moving with the player when the 3D view of the editor is stationary (which does happen) but when you select the camera attached to the player and use preview, the sound should be constant as you are now moving with the sound. That does not happen.

Steps to reproduce

  1. Open the sample project.
  2. Make sure the 3D view is selected.
  3. Select the Camera object in the scene (there's one attached to the Player).
  4. Select the "Preview" option in the editor view to preview how the scene looks from the selected camera.
  5. Now you expect the sound to be a constant but instead it still seems to circle the view (probably because the audio listener is stationary somewhere instead of moving with the camera).

Minimal reproduction project (MRP)

audiolistener-preview.zip

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