Open
Description
Tested versions
Reproduced in:
- v4.4.1.stable.official [49a5bc7]
- Obtained from Steam
- v4.5.dev.custom_build [09fcbb8]
- v4.4.stable.official [4c311cb]
- v4.3.stable.official [77dcf97]
System information
Godot v4.5.dev (09fcbb8) - macOS Sequoia (15.5.0) - Multi-window, 1 monitor - Metal (Forward+) - integrated Apple M2 (Apple8) - Apple M2 (8 threads)
Issue description
Swapping the audio input device to one that is not the default causes a AudioUnitRender
failure with code -10863
. This is spammed into the output.
ERROR: AudioUnitRender failed, code: -10863
at: input_callback (drivers/coreaudio/audio_driver_coreaudio.mm:260)
This first came to my attention when trying to use my iPhone as an audio input with Continuity, but also happens with wireless earbuds with a microphone.
Doing some research about macOS audio input with Godot lead to #88628, so if I had to label a suspect it would seem to be a mix rate conflict.
Steps to reproduce
- Enable audio input for the project
- Create an
AudioStreamMicrophone
on anyAudioStreamPlayer
kind of node. - Have the
AudioStreamPlayer
start playing with the microphone stream - Change the audio input device from the default device to another device
Minimal reproduction project (MRP)
The following project also has a label reading the input from a SpectrumAnalyze
to get in-game feedback.