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audio bus doesn't work when project is running

Open ianmckenna87 opened this issue 1 year ago • 5 comments

Tested versions

godot 4.3 release candidate 1

System information

Godot v4.3.rc1 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 (NVIDIA; 31.0.15.5222) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)

Issue description

setting a bus on an audiostreamplayer appears to work correctly when playing an audio in the editor but the requested bus is ignored when project is running

Steps to reproduce

  1. add a bus from the bottom audio panel
  2. create an audio stream node
  3. set the node's bus to the desired one
  4. run the project

Minimal reproduction project (MRP)

https://github.com/user-attachments/assets/e5a687cd-e368-4682-82b5-e2bd4d51830a

ianmckenna87 avatar Aug 01 '24 18:08 ianmckenna87

Thank you for reporting, this is a missing feature and is tracked here:

  • https://github.com/godotengine/godot-proposals/issues/1186

Consolidating there

AThousandShips avatar Aug 01 '24 18:08 AThousandShips

Thank you for reporting, this is a missing feature and is tracked here:

Consolidating there

just to understand, the audio buses have no effect on audio in a project?

ianmckenna87 avatar Aug 01 '24 18:08 ianmckenna87

My bad missed that it wasn't being edited live, reopening

Please add a minimal reproduction project to make this easier to test:

  • A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the .godot folder in the archive (but keep project.godot).
  • Having an MRP is very important for contributors to be able to reproduce the bug in the same way that you are experiencing it. When testing a potential fix for the issue, contributors will use the MRP to validate that the fix is working as intended.
  • Drag and drop a ZIP archive to upload it (max 10 MB). Do not select another field until the project is done uploading.
  • Note for C# users: If your issue is not C#-specific, please upload a minimal reproduction project written in GDScript. This will make it easier for contributors to reproduce the issue locally as not everyone has a .NET setup available.

AThousandShips avatar Aug 01 '24 18:08 AThousandShips

My bad missed that it wasn't being edited live, reopening

No worries, I'm not sure what I was doing wrong but I deleted the bus, restarted project and edited the default bus and it appears to be working now.

I will be testing things further and report back if there are any more issues

ianmckenna87 avatar Aug 01 '24 18:08 ianmckenna87

@ianmckenna87: How is it going for you? Did you have any more issues?

MJacred avatar Aug 17 '24 17:08 MJacred

Assuming this was a temporary problem, comment if you end up experiencing this again, but please add an MRP if you do so

AThousandShips avatar Sep 11 '24 09:09 AThousandShips

I did some renaming with the bus and I still have that problem. it get's completely ignored. does it need to have a specific name?

RedRoosterMobile avatar Sep 23 '24 10:09 RedRoosterMobile

Please open a new issue for this, it's unrelated to this issue

AThousandShips avatar Sep 23 '24 10:09 AThousandShips

ok, will do later:

just in case anybody has the same problem now:

I had to delete this from the .project and use the default name for the bus (default_bus_layout.tres)

[audio] buses/default_bus_layout=""

RedRoosterMobile avatar Sep 23 '24 12:09 RedRoosterMobile

ok, will do later:

just in case anybody has the same problem now:

I had to delete this from the .project and use the default name for the bus (default_bus_layout.tres)

[audio] buses/default_bus_layout=""

Thank you for this, I found out you can also fix this from the project settings.

Saving out a bus set with a different name appears to sometimes cause the default bus to blank?

sysl-dev avatar Nov 24 '24 18:11 sysl-dev