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an OS.get_current_audio_driver_index() which fits to OS.get_audio_driver_name(index) should be implemented to align with e.g. video driver info.
There's also the "audio/driver" property in the project settings, but that only works if there's a value entered that's actually valid.
In master branch, the get_audio_driver_count and get_audio_driver_name are not in OS anymore, but in AudioDriverManager, which has no bindings afaics… For Godot 4, this should get exposed again, or at least the latter including OS.get_current_audio_driver_index()
Steps to reproduce
…
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered:
In 3.x you can't currently change the audio driver on the fly, which makes this info not super useful at the moment. As you say you can display the audio drivers list, and the current driver string. It's not difficult to expose though.
#63458 however adds functionality to change audio driver at runtime. Although I haven't exposed changing the driver yet aside from flipping between dummy and selected driver (for muting), hot swapping the driver could potentially be done for audio apps where multiple drivers are available, along with retrieving the current driver ID. Although I would like to get some more feedback from Juan before working further on this (otherwise it may be wasted effort).
There is also one situation which is not dealt with currently, which if something externally changes the drivers available in the OS or numbering, which would be kind of nice. But it's not a massive priority as this is probably a pretty rare scenario.
There's also the use case of collecting system data for error/bug reporting. If the issue is audio related, knowing the driver would help (especially if you can auto-fetch it)
Godot version
3.x
System information
All
Issue description
NOTE: This is not a Godot proposal, because I think it belongs to the category which deserves some
leeway
(as stated in godot-proposals).For video driver, you can get the current one by calling
OS.get_video_driver_name(OS.get_current_video_driver())
Something equivalent should exist for getting the current audio driver.
Currently we can only fetch the following info, which is does not allow to properly narrow it down:
an
OS.get_current_audio_driver_index()
which fits toOS.get_audio_driver_name(index)
should be implemented to align with e.g. video driver info.There's also the "audio/driver" property in the project settings, but that only works if there's a value entered that's actually valid.
In master branch, the
get_audio_driver_count
andget_audio_driver_name
are not in OS anymore, but in AudioDriverManager, which has no bindings afaics… For Godot 4, this should get exposed again, or at least the latter includingOS.get_current_audio_driver_index()
Steps to reproduce
…
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: