Open TBleader opened 3 years ago
Can you reproduce this in Godot 3.2.3, which used a different method to load in PulseAudio?
Also, can you reproduce this if you start Godot with the --audio-driver ALSA
command line argument? You can edit Main Run Args in the Project Settings to make a project run with specific CLI arguments when launched from the editor.
Can you reproduce this in Godot 3.2.3, which used a different method to load in PulseAudio?
Yes:
ERROR: thread_func: pa_context_get_server_info error At: drivers/pulseaudio/audio_driver_pulseaudio.cpp:444.
Also, can you reproduce this if you start Godot with the
--audio-driver ALSA
command line argument? You can edit Main Run Args in the Project Settings to make a project run with specific CLI arguments when launched from the editor.
Yes, when running with --audio-driver ALSA
I was able to reproduce it as well. This is on v3.3.4-stable
ERROR: thread_func: pa_context_get_server_info error: Bad state At: drivers/pulseaudio/audio_driver_pulseaudio.cpp:490.
I just reproduced it on 4.2.1 stable.
After doing:
pulseaudio -k && pulseaudio --start
Then when i start my game with the play button from the editor, the game spams:
drivers/pulseaudio/audio_driver_pulseaudio.cpp:508 - pa_context_get_server_info error: Bad state
Restarting godot fixes the issue. I would expect godot to try to reconnect at the start of the game, and not keep a dangling connection that it passes to the game.
ERROR: pa_context_get_server_info error: Bad state
I got a similar error on version 4.1 stable, and although I did some development with the c++ module, it never involved the audio module. It should be a version problem.
It will continue to print this content, and once it appears, it will not stop unless it is restarted.
Godot version
3.3.4-stable
System information
Linux
Issue description
If you do pulseaudio -k and it restarts (either because it auto restarts or you manually restart it if yours doesn't auto restart) then Godot begins to spam
ERROR: thread_func: pa_context_get_server_info error: Bad state At: drivers/pulseaudio/audio_driver_pulseaudio.cpp:490.
Now, killing the audio service very much would cause an issue. I have no idea if reconnecting to an audio service after it is killed is even a feasible thing, admittedly I am not aware of any applications that actually do this. Most just cease audio capabilities. Hence, if this is considered less of a bug and more of a "yeah fixing that by having it reconnect to the audio service isn't possible" then feel free to close this! It's certainly a 'niche' bug in any case.but it would be kinda cool I guess if it could.
Steps to reproduce
Start any Godot thing (editor, a game, whatever) run
pulseaudio -k
Godot complains restart pulseaudio if it hasn't automatically done it for you Godot contains to complain, meaning you must restart it to fix it and get audio backMinimal reproduction project
can be reproduced in the editor