In the web export, setting the pitch scale, then playing a sound resets the pitch scale. This was described in #53585 and fixed in #53641. However, the problem persists for me in the web export.
Steps to reproduce
If you play a sound, then set the pitch scale, it plays it correctly:
Tested versions
System information
Godot v4.3.stable - macOS 13.6.7 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 XT - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)
Issue description
In the web export, setting the pitch scale, then playing a sound resets the pitch scale. This was described in #53585 and fixed in #53641. However, the problem persists for me in the web export.
Steps to reproduce
If you play a sound, then set the pitch scale, it plays it correctly:
If you set a pitch scale, then play a sound, it plays it at pitch scale 1 (incorrect):
Minimal reproduction project (MRP)
None yet. I'm a bit busy with a game jam to test it with a minimal reproducer, so if you're busy, wait a few days and I'll test it myself with the reproducer from #53585. It is reproducible in https://github.com/Ivorforce/Built-To-Scale though - specifically https://github.com/Ivorforce/Built-To-Scale/blob/main/scripts/conversation/conversation_box.gd, if adjusted to the faulty setup. The game comes to a dialogue box within a few seconds of starting.
95850.zip
Production edit: added MRP