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Audio pops in 2.1.2 onward #12307
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Try to change the value of Audio > Output Latency in the project settings to see if things improve. cc @marcelofg55 for further debugging :) |
Increasing latency seems to stop the popping in 2.1.4. (Either output latency 100 or mixer latency 25 will work.) In 3.0 i can't seem to find the setting for latency. Audio category in project settings doesn't seem to have it. |
I was just checking this, I don't think its a latency issue actually. I tried adding some silence to the whistle.wav and the popping stopped, without the silence I could listen to a very small crack when I played the wav one time on the editor too. |
It still pops for me even with the silence. |
What PC specs do you have? Can you test with latest 2.1 from github? |
Sorry for disappearing - something came up. Tested with latest 2.1; the problem persists. OS: Microsoft Windows 10 Home |
This is fixed in 3.0 (if you want, open an other issue for 2.1). That mentioned, this is probably not the best way to do this effect, I would just do a single looping sample that you turn on an off. |
Operating system or device, Godot version, GPU Model and driver (if graphics related):
Windows 10 64-bit, Godot 2.1.2 onward
Issue description:
Starting with Godot 2.1.2, certain sounds repeatedly played in rapid succession will pop/crackle periodically. The issue persists into 2.1.4 and similarly in 3.0. The last version without crackling was 2.1.1.
(This problem affects the typing noises in my dialog box.)
Steps to reproduce:
Play a sine wave sound from a SamplePlayer many consecutive times in a loop.
Link to minimal example project:
2.1.x example project:
SoundCracklingExampleProject_2.1.x.zip
3.0 example project:
SoundCrackleExampleProject_3.0.zip
Recordings showing the difference between versions:
SoundExamples.zip
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