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Microphone builds up delay over time #80173
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Perhaps we need to rewrite AudioEffectRecord to be using AudioEffectCapture. @lyuma Any ideas? |
Your comment prompted me to go back and look into something and I realized that I was using AudioEffectCapture in my own project, so this issue isn't due to using either and I can experience it without adding the extra audio bus. |
The mix rate is very suspicious. Can you double check if they match and what the number is? |
I can confirm this is a problem. Stopping the AudioStreamPlayer seems to just kill the microphone input entirely even if I restart it. How can I "reset" the microphone to remove the delay? |
I call |
This reminds me of an issue I encounter on CS2 on Linux with I have no idea why it's occurring either way, but I figure I'd leave this here nonetheless. |
I also had that problem when I connected the microphone over a USB dongle. When I plugged in directly, it went away |
This issue is still happening on 4.3, is there any way that we could fix this from an AudioServer standpoint? The toggle solution works as a band-aid fix but something more engine level would be nice |
Godot version
v4.1.1.stable.official [bd6af8e]
System information
Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated GeForce GTX 960 () - Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (8 Threads)
Issue description
The delay between when a sound is produced in real life and when it is reproduced within Godot grows over time, gaining about 1 second of delay for every hour that the project runs.
I'd also note that I am using a USB mic (Blue Yeti) set to 2 channel, 16 bit, 48000 Hz. Likewise, the mix rate in project settings is set to 48000.
Steps to reproduce
Go to Audio and Add Bus. Then add a Record effect to the new bus (Add Effect > Record).Minimal reproduction project
microphone_test.zip
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