Open mchamby opened 1 month ago
I'm wondering if this is actually a bug. If there's multiple tracks, what does the playback position actually mean? Especially if there's long transitions.
That does sound very reasonable. In that case, is this something to document instead? Neither the documentation of AudioStreamInteractive
nor AudioStreamPlayer
mentiones that get_playback_position()
always returns 0
when using AudioStreamInteractive
. I could make a PR that adds this to the documentation if that sounds good.
I could make a PR that adds this to the documentation if that sounds good.
Sounds great! Feel free to close this PR and mention it in your documentation one.
Tested versions
Reproducible in 4.3.stable.official [77dcf97d8]. Not reproducible before 4.3 as AudioStreamInteractive did not exist.
System information
Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (Advanced Micro Devices, Inc.; 32.0.11037.4004) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)
Issue description
When using AudioStreamInteractive, AudioStreamPlayer.get_playback_position() always returns 0 instead of returning the actual position. This is true for mp3 files and wav files, and probably other formats.
Steps to reproduce
func _process(delta: float) -> void: print(get_playback_position())
Minimal reproduction project (MRP)
In my MRP, I have included a 2-second mp3 of my own creation. I've set the mp3 to loop to demonstrate the bug clearly, but the bug also happens if the loop is disabled. audiostreaminteractive-bug-test.zip