AnimationTree
and AudioStreamPolyphonic
is not optimized for audio playback as it plays audio at zero volume
#87767
Milestone
Tested versions
System information
Godot v4.2.1.stable.mono - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.4629) - 12th Gen Intel(R) Core(TM) i5-12600KF (16 Threads)
Issue description
Audio clips seem to have weird behavior when used in a blendspace2D with sync enabled. Sometimes the audio refuses to have its volume changed and has weird timing. Other times the audio does blend properly and causes audio to either pop and crackle because it reaches the max_polyphony or plays the sound completely with no volume change ,when it shouldn't be either muted or at not playing at all. After a while it also seems to kill the audio server if there are a lot of different sound effects in the animations (likely because it overflows??)
Example video of the max_polyphony being reached causing the audio to pop and crackle while technically the selected animation in the Blendspace2D has no audio
2024-01-29_00-23-08.1.mp4
What should be happening in the video is that no audio should be playing because the animation on that point has no audio clips only the neighboring points should have their audio playing at -80DB while the other points only keep track of the current position in their respective animations.
Steps to reproduce
4.Enable sync
Minimal reproduction project (MRP)
AudioClip issue in blendspace2D.zip
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