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Fix wrong process method in AudioStreamPlayer #87830
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Tested this fix - works! |
Confirmed this fixes for me as well |
Thanks! |
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. |
I think this would be better as a new issue. |
Will do! Edit: Found similar issue here |
Fixes #87802