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Audio Bus Issue #112980

@kechiao

Description

@kechiao

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
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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

Minimal reproduction project (MRP)

audio_bug.zip

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