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Open code file using external editor causing speaker make pop noise on Mac (Apple Silicon) #81335

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dringz opened this issue Sep 5, 2023 · 2 comments

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@dringz
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dringz commented Sep 5, 2023

Godot version

v4.1.1.stable.official [bd6af8e]

System information

macOS 13.5.1 (22G90) Apple Sillicon

Issue description

Once set external editor in editor settings, no matter its a valid external editor or not, each time open a .gd file in godot editor causing the speaker of computer make a pop noise just like a sound effects has been cut off.

Steps to reproduce

  • Set proper external editor settings (Editor Settings > Text Editor > External)
  • Open any .gd file

The file will open normally, but making a noise.

Minimal reproduction project

N/A

@Calinou
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Calinou commented Sep 9, 2023

Which kind of audio interface are you using (speakers/headphones, analog/wired USB/wireless USB/Bluetooth)?

Can you record the system audio output using a tool like Audacity or OBS while this occurs?

Also, can you reproduce this if you have another application playing audio at the same time? Some wireless headsets will "pop" after a silence as they automatically suspend to save battery.

Can you reproduce this with any external editor, or only a specific external editor?

PS: Godot starts an audio device even if no audio is playing, unless you set the audio driver to Dummy (case-sensitive) in the Project Settings. #63458 allows Godot to mute the AudioServer when a long enough silence occurs.

@dringz
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dringz commented Sep 12, 2023

Which kind of audio interface are you using (speakers/headphones, analog/wired USB/wireless USB/Bluetooth)?

Can you record the system audio output using a tool like Audacity or OBS while this occurs?

Also, can you reproduce this if you have another application playing audio at the same time? Some wireless headsets will "pop" after a silence as they automatically suspend to save battery.

Can you reproduce this with any external editor, or only a specific external editor?

PS: Godot starts an audio device even if no audio is playing, unless you set the audio driver to Dummy (case-sensitive) in the Project Settings. #63458 allows Godot to mute the AudioServer when a long enough silence occurs.

Hey Calinou, thanks for the reply.

I use just the speaker on the computer. But since you asked this question, I tried a wired headphone through the 3.5mm port and the pop sound disappeared. (And after I unplugged the headphone, the pop sound didn't happen 100% anymore, but still there.)

Also, I can reproduce this even if another application is playing audio at the same time, and most of the time it happens when another application is making sounds.

This can be reproduced without a specific external editor. I tried both VSCode (code) and node.js (node) (Which is fundamentally not a valid code editor, but can be opened from the command line. If its totally not a valid command there, Godot will throw an error, fallback to the internal editor and won't make a pop noise)

Finally, for the audio device part, I thought about disabling that or like to mute the Godot. It will work, I think, and maybe also won't cause the game to be muted when tested because I guess they are two independent applications? But if I do mute the engine, I think I will not be able to preview the sound effects and things like that in the engine, which is no good for development. So I gave up this method.


About recording the audio: I downloaded OBS and tried to record that pop sound, but it never happened again, even if I restarted the editor and used the speaker (which is weird). I can also confirm that normal system sound, including sound from music apps and from the editor, can be both heard and recorded.

PS: I also encountered #81237 sometimes (in Godot 4.1.1 and this mac device), but can't find the pattern as to when it will happen.

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