Imported audio loop_offset
is ignored by AudioStreamPlayer
in PLAYBACK_TYPE_SAMPLE
(web)
#100955
Labels
loop_offset
is ignored by AudioStreamPlayer
in PLAYBACK_TYPE_SAMPLE
(web)
#100955
Tested versions
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:
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 calledplay()
from code. And the loop point is only slightly offset from the start (3.057 seconds).Minimal reproduction project (MRP)
N/A
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