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Imported audio loop_offset is ignored by AudioStreamPlayer in PLAYBACK_TYPE_SAMPLE (web) #100955

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geekley opened this issue Dec 30, 2024 · 1 comment

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@geekley
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geekley commented Dec 30, 2024

Tested versions

  • Reproducible in v4.3.stable.flathub [77dcf97]

System information

Godot v4.3.stable (77dcf97) - Freedesktop SDK 24.08 (Flatpak runtime) - X11 - GLES3 (Compatibility) - Mesa Intel(R) HD Graphics 5500 (BDW GT2) - Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz (4 Threads)

Issue description

I've imported a .ogg audio with looping enabled, and it needs a loop offset.
But this offset is ignored on the Web platform, i.e. when playback type is Sample, it's looping to zero (beginning of music).
It loops to the expected point on web if I force playback type to Stream.

Is it just not supported, or is it a bug? Docs say:

AudioEffects are not supported when playback is considered as a sample.

But I think this is different? I would think if looping is supported at all, then it should be trivial to support the offset.

Steps to reproduce

Just import some music with loop enabled and a noticeable loop offset.
Then run the exported web project while keeping playback type the default in the AudioStreamPlayer.

If it makes any difference, I used .ogg music, an autoload node for the audio player, and called play() from code. And the loop point is only slightly offset from the start (3.057 seconds).

Minimal reproduction project (MRP)

N/A

@Mickeon
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Mickeon commented Dec 31, 2024

CC @adamscott

I recall experiencing a similar issue and having to mess with the default project settings once.

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