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Fix wrong process method in AudioStreamPlayer #87830

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merged 1 commit into from
Feb 19, 2024

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KoBeWi
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@KoBeWi KoBeWi commented Feb 1, 2024

Fixes #87802

@KoBeWi KoBeWi added this to the 4.3 milestone Feb 1, 2024
@KoBeWi KoBeWi requested a review from a team as a code owner February 1, 2024 19:30
@RPicster
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RPicster commented Feb 9, 2024

Tested this fix - works!
Would be great if it can be merged for dev4.
I can't test 4.3dev3 on my project with the bug in place as it breaks progression and I don't want to build a work around 😅

@wpbirney
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Confirmed this fixes for me as well

@akien-mga akien-mga merged commit 56134e9 into godotengine:master Feb 19, 2024
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@akien-mga
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Thanks!

@KoBeWi KoBeWi deleted the internalization_aka_i15n branch February 19, 2024 16:15
@amarraff
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amarraff commented Oct 11, 2024

I'm still experiencing a problem with this in Godot v4.3.stable.official [77dcf97].

I'm using the base AudioStreamPlayer (not 2D or 3D). I run "audio_player.play()" with its stream set to an .ogg file; the .ogg file's "loop" property is set to "true" in its import settings.

When I run "await audio_player.finished" the same problem as in #87802 and #88264 happens - the code after the await statement never runs. This problem is fixed by changing the .ogg file's "loop" property to "false". This is, of course, not a viable solution when I need audio stream to loop.

I noticed that AudioStreamPlayer now has "Parameters -> Looping" but I cannot figure out how to set this via code, it's not mentioned in the docs. I tried "audio_player.looping = true", "audio_player.looping.on = true", and "audio_player.set_parameter("looping",true)". But, all of these return errors.

If this warrants a new issue, please let me know and I can make one.

@RPicster
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I think this would be better as a new issue.

@amarraff
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amarraff commented Oct 16, 2024

I think this would be better as a new issue.

Will do!

Edit: Found similar issue here

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AudioStreamPlayer does not call "finished" signal
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