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Stream sync play and seek is setting wrong position on certain cases #100570

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adriano-sudario opened this issue Dec 18, 2024 · 3 comments · May be fixed by #100292
Open

Stream sync play and seek is setting wrong position on certain cases #100570

adriano-sudario opened this issue Dec 18, 2024 · 3 comments · May be fixed by #100292

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@adriano-sudario
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adriano-sudario commented Dec 18, 2024

Tested versions

  • Reproducible in: 4.3.stable and later
  • Not reproducible in: 4.2.stable and earlier

System information

Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility) - Intel(R) HD Graphics 5500 (Intel Corporation; 20.19.15.5107) - Intel(R) Core(TM) i5-5200U CPU @ 2.20GHz (4 Threads)

Issue description

If you have multiple streams on AudioStreamSynchronized with different lengths, start and seek methods will unsync the sound when position set is higher than one of the stream's length.

There's an opened PR to fix it.

Steps to reproduce

  • Add a AudioStreamSynchronized to an AudioPlayer
  • Add a stream with a length of 16 seconds
  • Add another stream with a length of 32 seconds
  • Call audio_player.play(20) or audio_player.seek(20)

Minimal reproduction project (MRP)

You can reproduce this issue here with detailed informations running the scene res://bugs/stream_sync_play_and_seek_not_setting_position_right_sometimes.tscn

@adriano-sudario
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@AThousandShips I was a bit confused with the regression label, so I edited 'Tested versions' to Reproducible in: 4.3.stable and later, since the bug its still on master branch.

@AThousandShips
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The label means it is a bug that's not present in the past

@adriano-sudario
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The label means it is a bug that's not present in the past

Oh, Sorry, thanks for explaining 😅

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2 participants