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It seems to be caused by that by setting the local position to (INF, 0) you get a global position of (INF, NAN), making the distance check fail, then causing the issue in #46204. Was at first confused as the distance should be INF if the position really was (INF, 0).
Maybe more checks should also be made NAN proof, so for a distance of NAN the result should treat it as too far away.
Godot version
3.5.1
System information
Windows 10
Issue description
If a AudioStreamPlayer2D has a impossible position such as Vector2(INF, 0) it will overwrite and mute all audio until playback is finished.
Steps to reproduce
Create a Scene with a looping sound.
Add a AudioStreamPlayer2D, set it's global position to Vector2(INF, 0).
Play the AudioStreamPlayer2D.
Minimal reproduction project
ReproduceInfDistanceAudio.zip
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