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AudioStreamInteractive treats AudioStreamRandomizer as if it has no length. #105929

@JulianHeuser

Description

@JulianHeuser

Tested versions

Reproducable in v4.4.1.stable.official [49a5bc7]

System information

Godot v4.4.1.stable - Linux Mint 22.1 (Xia) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 XT (RADV NAVI23) - AMD Ryzen 5 3600 6-Core Processor (12 threads)

Issue description

Normally, AudioStreamInteractive should wait for a stream to complete or reach the end of its beat count before progressing to the next clip.

If these clips are replaced with an AudioStreamRandomizer, they'll all play at once, as if they have zero length.

Here's the normal setup:

Image

And the setup that causes this issue:

Image

Ideally, these two setups should produce the same result.

Of note: this works as expected with other streams such as AudioStreamPlaylist. Could be related to #104684

Steps to reproduce

  1. Create an AudioStreamPlayer
  2. Give it an AudioStreamInteractive
  3. Put at least two audio clips, with the first having "auto advance" enabled and set to go to the second clip.
  4. If you put in two wav or ogg streams, it should behave as expected
  5. Replace the clips with AudioStreamRandomizer streams, with the same wav/ogg stream inside it.
  6. Play the stream and all streams will play at once.

Minimal reproduction project (MRP)

mvp.zip

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