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The clearing of the internal stream is handled automatically when destroying AudioStream, Ref handles reference counting, this is probably cased by something else, some instance being kept around in the server most likely
I log(stdout) Resource construction and Ref instances create and destruction, there is no difference between leaked quit and non-leaked quit, all refs unreferenced...
Tested versions
4.2, 4.3
System information
Windows 10, x64
Issue description
Posible releated #76745 #67589 #84398 , but a bit different error log
Only seen if whole godot run from console and with
--verbose
flagError log:
Steps to reproduce
Call
get_tree().quit()
when sound plaingtested with differens stream types.
IMO problem is here
Internal player memory just freed and posible fix can be just add
internal->stream = nullptr;
so RefCounted can do job
Minimal reproduction project (MRP)
audiostream_leaked_mrp.zip
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