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In-Game: Increasing the pitch of a streamed audio asset too much can stop it working with other functions #7319

Open gm-bug-reporter[bot] opened 1 month ago

gm-bug-reporter[bot] commented 1 month ago

Description

GMS2 has a feature to change a currently playing audios pitch, which works completely fine. however, when an audio is set to "compressed - streamed" and it hits a pitch that the engine considers too high, the engine no longer recognizes the audio exists, making it impossible to stop the audio as, while the sound is still playing, the engine does not think it is.

a example project of the issue has been attached, the spacebar will start the sound increasing in pitch, and the letter K stops the sound from playing if the pitch is not too high

Steps To Reproduce

  1. create an object and a sound effect that is set to "compressed - streamed"
  2. in the newely created object, make the sound play (best done on loop)
  3. rapidly increase the audios pitch using code
  4. after a bit, the sound will stop increasing in pitch (this does not happen with "not streamed audio")
  5. try calling a audio_stop_sound or audio_stop_all

you should notice now that the sound keeps playing, even if the engine has attempted to stop the sound

Which version of GameMaker are you reporting this issue for?

IDE v2024.6.2.162 Runtime v2024.6.1.208

Which operating system(s) are you seeing the problem on?

Windows 10.0.26100.0

Which platform(s) are you seeing the problem on?

Windows

3bc50e25-b9b9-4075-b01f-cdcfc3be2606

danielah05 commented 1 week ago

this is no longer an issue with the latest gms2 update (IDE: v2024.8.0.169, Runtime: v2024.8.0.216), can be closed now