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Description
Tested versions
- Godot 4.5.1
- Godot 4.6-dev4
System information
Godot v4.6.dev4 - Windows 11 (build 26100) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 3080 (NVIDIA; 32.0.15.6094) - 12th Gen Intel(R) Core(TM) i7-12700K (20 threads) - 31.75 GiB memory
Issue description
I have an SFX bus created in godot editor, set the routing to master, and saved this as a resource i.e. custom_bus.tres. I've made sure I have chosen "custom_bus.tres" in the godot project settings under Audio -> Buses.
In my code, I am creating AudioStreamPlayers during _ready() and have explicitly set the bus name (player.bus = "SFX"), but when I am playing my game in debug, the buses show inactive (blue/green volume, not red/orange).
However, when I play a sound from the inspector (i.e., going to an explicit audiostreamplayer, set an audiostream, and toggle "playing", I can see the audio being active, the waveforms lighting up, etc.
Note that AudioResource.AUDIO_BUS.SFX is a string, not an enum/int constant.
- Reproducible in both Godot 4.5.1 and 4.6-dev4
- Windows
Steps to reproduce
- Create Multiple Audio Buses
- Save as a custom audio bus layout resource
- Ensure project settings -> audio -> bus has the custom audio bus layout resource selected
- Programatically, create an Audio Stream Player and set the bus to a custom bus i.e. SFX
- Play the audio stream during debug mode in game
- Observe that none of the buses light up / show active / muting / solo / etc buttons dont' do anything
- Play sounds directly from an AudioStreamPlayer node via the inspector
- Observe that the buses are reacting