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AudioStreamPlayer.stop()
does not stop playback if playback was started in the same frame
#37148
Comments
It seems the call to stop is too quick.
Delay of 15ms or more makes it work fine. @Kirs-one Note: Your project has a sound which is too short. So it will have same reaction with and without stop. |
@Anutrix |
I tried both methods, but that didn't work. |
I use temporary solution:
|
I just ran into this issue, which is still present in Godot 3.2.2 |
Does anyone know if there is a fix for this or a workaround? I have tried all of the above and had no success. Thanks |
@Manx191 Depending on what you're trying to achieve, you may have more luck swapping out the |
@Manx191
|
AudioStreamPlayer.stop()
does not stop playback if playback was started in the same frame
Fixed bug where pieces could lock in mid air with a squish move. This would occur if the player exhausted all of the piece's lock resets and then performed a squish move which left the piece in mid-air. Fixed bug where squish sound effects would sometimes continue after the squish was completed or cancelled. This was caused by Godot #37148, a bug which causes the 'AudioStreamPlayer.stop()' to malfunction if playback was started in the same frame (godotengine/godot#37148)
Godot version:
3.2.1
OS/device including version:
Windows 10 64-bit
Issue description:
AudioStreamPlayer does not stop playback if stream position is zero.
In my project sometimes there are situations when states change very quickly, one state plays sound effect, another stops it.
I found out that
is not working as expected.
Steps to reproduce:
Add AudioStreamPlayer, load sound stream and execute play() stop() methods in once block.
Minimal reproduction project:
AudioStreamPlayerPlayStop.zip
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