AudioPlaybackTrack forces unwanted polyphony and bypasses AudioStreamPlayer3D's max_polyphony
limit.
#83797
Labels
Milestone
max_polyphony
limit.
#83797
Godot version
4.X
System information
Windows 10
Issue description
I have a looping animation, I want the sound (AudioPlaybackTrack) within that animation to loop when the animation loops.
But if the
end_offset
of the audio clip exists outside the animation length the audio is not stopped and then overlaps with itself, and it it's practically impossible to set theend_offset
to the very end of the animation length.(Because the adjusting end_offset value manually to get the exact endpoint of the animation using the sound length and the animation length values is finnicky. I also can't snap the end offset to anything by dragging it in the timeline either.)
That aside, this sound overlapping shouldn't even happen anyways if the
max_polyphony
property of the AudioStreamPlayer3D being used by the audio track is set to 1. It should only be able to play one sound at a time so it should cut the last sound being played when the loop restarts to begin the sound again.Note:
When the AudioPlaybackTrack makes the AudioStreamPlayer3D play a sound it creates and adds an "AudioStreamPolyphonic" resource to it, I assume that this resource ignores the
max_polyphony
property of the AudioStreamPlayer.Steps to reproduce
max_polyphony
to 1The audio should continue to play and overlap with itself even after the loop ends.
Minimal reproduction project
To be added if necessary.
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