Open Silver-Streak opened 1 month ago
From some additional testing:
It seems like "Preload as X" toggles in the resources panel only apply if they see the sound file used within the scene event sheet already?
Basically, it's only preloading those audio files if it's used in an event that explicitly calls that resource (so my Sound by String extension, which calls it via JS expression rather than resource call, isn't detected).
This makes me think the "Preload" toggles in resources are getting ignored by the gradual loading changes that were made before, whereas they should probably be treated as loading at the start of the game rather than scene-specific.
Is there an existing issue for this?
Describe the bug
When setting up audio, using the "Preload as" events will load the audio files into memory so that they start playing instantly, using the "Preload as" toggles in the resources panel does not behave the same, or preloads slower, as the audio files do not load instantly when first played using just those toggles.
I've set up an example project to show this.
Interestingly, it seems that the "preload as" events are also still taken into consideration even if they're disabled, which was hiding this problem from me originally.
Example project: PreloadAudioTests.zip
Steps to reproduce
In the example project, this can be replicated as follows:
Separate from the above issue, but just as interesting: After step 13 above
GDevelop platform
Desktop
GDevelop version
Tested on both 5.3.198 and 5.3.195
Platform info
Additional context
No response