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[Web] Bus volume ignored for AudioStreamPolyphonic #95950

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AThousandShips opened this issue Aug 22, 2024 · 3 comments
Open

[Web] Bus volume ignored for AudioStreamPolyphonic #95950

AThousandShips opened this issue Aug 22, 2024 · 3 comments

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@AThousandShips
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AThousandShips commented Aug 22, 2024

Tested versions

4.4.dev [568589c]
4.2.3.dev [12ae52f]

System information

Windows 11 - Chrome 127.0.6533.120 (Official Build) (64-bit)

Issue description

AudioStreamPolyphonic does not update the volume from assigned bus (except from Master) once played, doesn't seem related to sampling as it happens in 4.2.3.dev, happens both with and without threads

Possibly related to:

But isn't related to the volumes of other options here but specifically the server itself

Works correctly on Windows

Steps to reproduce

See MRP

Minimal reproduction project (MRP)

audio_mrp.zip

@AThousandShips AThousandShips changed the title [Web,Audio] Bus volume ignored for AudioStreamPolyphonic [Web] Bus volume ignored for AudioStreamPolyphonic Aug 22, 2024
@phantomdesvin
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Very strange. I can reproduce it on Godot 4.3 stable. But 4 days ago, with the same version, I was looking for a workarround for AnimationPlayer's audio clips (that seem to use AudioStreamPolyphonic under the hood) ignoring the volume_db property on web, and discovered changing buses volume also didn't work on web. And then for some reason I still don't understand, changing buses volume worked and they also worked in Adam Scott's MRP.

@AThousandShips
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Will take a look at that MRP as well

@phantomdesvin
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I just tested my function to change the bus volume but in your project and also didn't work on web:

func _on_button_2_pressed() -> void:
	var test_bus_index = AudioServer.get_bus_index("Test")
	AudioServer.set_bus_volume_db(test_bus_index,-80)

So I guess the difference is in the way the audio is being played, using AnimationPlayer's audio clip.

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