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audio clips and pops when thruster audio plays in rapid succession #1
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Hey, I took a look at this and I think the simplest thing to do would be to remove the fade in fade out loops and see if we still get the same popping and clipping. I'll check it out and let you know! |
Thank you. I added a new thruster audio loop for testing with your changes. |
I changed the code to only use one audio file for the thrusters. But, the audio sounds abrupt now without the fade-in fade-out, because it's initiating from the movement of the player's ship. I tried initiating it from the user key press and it makes for a better sound transition. If your interested in that I can pull request with that included. |
That's great! I'm fine with the additional change. |
Fixed by Kimberly Lancaster on commit a19c53d. |
Godot version:
v3.4.4 stable
OS/device including version:
ubuntu 20.04.4 lts
Issue description:
When trying to modify the audio for the player ship thrusters I have found the bug(s) detailed below:
godotengine/godot#22016
godotengine/godot#12307
It seems there are multiple sources for the audio clipping and pops introduced by changing the audio file. Some are from the audio file being started and stopped in rapid succession.
The way ThrustersAudioPlayer (AudioStreamPlayer2D) and LoopingAudioStreamPlayer2D.gd are setup to use three different audio files to fade into and out of the loop is a possible source of issue. When new audio plays while previous audio is finishing you get a clip.
ThrustersAudioPlayer is added to the scene in PlayerShip.tscn line 55. The node is instantiated in Travel.gd script lines 7 and 15-19.
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