it's a 3rd party tool that changes the audio in some circumstances
[x] godotengine/godot#65155
in Godot: 4.x
if there's ever a single underrun, the playback is removed and no amount of filling the buffer will ever restart playback. (source)
The main problem is that, if the audio stream ends by itself, it should not really require ramp down. Ramp down only makes sense if you suddendly stop the audio, but currently there is no way to discern this (source)
There was indeed a bug in the mono->stereo conversion of the ogg stream. I have a fix. I also found a fix for some ringing in the ogg/mp3 streams (source)
workaround: creates new AudioStreamPlayer nodes with random pitch properties and frees the nodes as needed: https://github.com/Calinou/escape-space/blob/master/autoload/sound.gd
Godot 4.x
big changes through PRs
These PRs need a backport
AudioStreamPlayer
MIDI
Effects
Editor
Import
This is related to the fade-in code that I was trying to fix in https://github.com/godotengine/godot/pull/71780
(source)Video player
Animation
TTS
Record
AudioStreamInteractive
Other
if there's ever a single underrun, the playback is removed and no amount of filling the buffer will ever restart playback.
(source)The main problem is that, if the audio stream ends by itself, it should not really require ramp down. Ramp down only makes sense if you suddendly stop the audio, but currently there is no way to discern this
(source)C#
Platform-specific
Windows
ERROR: thread_func: WASAPI: GetCurrentPadding error
Linux
Android
iOS
Web
Compatability
mode,Mobile
seems to workEnhancements
Documentation
Godot 3.x
Runtime
creates new AudioStreamPlayer nodes with random pitch properties and frees the nodes as needed: https://github.com/Calinou/escape-space/blob/master/autoload/sound.gd
Signals
Record
Effects
Multithreading
Animation
Import
Export
Editor
Other
Platform-specific
Linux/BSD
Windows
ERROR: thread_func: WASAPI: GetCurrentPadding error
ERROR: thread_func: WASAPI: unsupported channel count in microphone!
Android
iOS
macOS
HTML
Documentation