Reproducible in v4.3.stable.mono.official [77dcf97d8]
Reproducible in v4.2.1.stable.mono.official [b09f793f5]
System information
Godot v4.3.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2080 Super with Max-Q Design (NVIDIA; 32.0.15.6081) - Intel(R) Core(TM) i7-10875H CPU @ 2.30GHz (16 Threads)
Issue description
This audio bug is hard to spot. When multiple AudioStreamPlayers play different AudioStreams, the pitch or volume of certain frequencies of the AudioStream get altered.
I've provided a video below to show the issue better.
In the video, a brownian noise is played constantly, with no major change in pitch or volume. When a pluck sound effect is played, however, you can hear the pitch of the brownian noise get very slightly altered. I suspect this happens to the audio frequencies shared by both sound effects, as it is easier to spot this bug if two AudioStreams have a very similar pitch range.
Steps to reproduce
Start with a scene of your liking
Add two AudioStreamPlayers
Add two AudioStreams to the Players. (I recommend using a constant audio sample and a short sound effect, like a pluck)
Play the AudioStreamPlayers, and make sure both AudioStreams are audible at the same time
This is the same project I've used in the video. To replicate the issue, simply set the "playing" property of the first AudioStreamPlayer to True, and then do the same to the second one. The bug happens both in editor and in the running application.
Tested versions
System information
Godot v4.3.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2080 Super with Max-Q Design (NVIDIA; 32.0.15.6081) - Intel(R) Core(TM) i7-10875H CPU @ 2.30GHz (16 Threads)
Issue description
This audio bug is hard to spot. When multiple AudioStreamPlayers play different AudioStreams, the pitch or volume of certain frequencies of the AudioStream get altered. I've provided a video below to show the issue better.
https://github.com/user-attachments/assets/11866800-dc11-4011-97f2-3ee54e52349f
In the video, a brownian noise is played constantly, with no major change in pitch or volume. When a pluck sound effect is played, however, you can hear the pitch of the brownian noise get very slightly altered. I suspect this happens to the audio frequencies shared by both sound effects, as it is easier to spot this bug if two AudioStreams have a very similar pitch range.
Steps to reproduce
Minimal reproduction project (MRP)
audio-pitch-issue.zip
This is the same project I've used in the video. To replicate the issue, simply set the "playing" property of the first AudioStreamPlayer to True, and then do the same to the second one. The bug happens both in editor and in the running application.