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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
Create new project.
Create AudioStreamPlayer node.
Set AudioStreamPlayer's stream to AudioStreamInteractive
Expand the AudioStreamInteractive in the inspector.
Add clip.
Import any audio file to the project.
Set Clip 0's stream as the new audio file (drag the audio file over Clip 0's stream)
Attach a script to the AudioStreamPlayer node.
Replace function _process() with the following: func _process(delta: float) -> void: print(get_playback_position())
Run project and see that the result is always 0.
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
The text was updated successfully, but these errors were encountered:
Tested versions
Reproducible in 4.3.stable.official [77dcf97].
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
The text was updated successfully, but these errors were encountered: