I have tried adjusting the bitrate, the samples, the audio type, and nothing seems to work. For some reason, on weaker machines or when I have my laptop unplugged, the audio for the footsteps on browser sound horrible. On download it is perfectly fine and all other audio is perfectly fine too. Each footstep is roughly half a second. I was wondering if there was any solution to fixing the terrible audio on lower end machines on browser.
The footsteps are played one after the other in an audio randomizer. All background sounds or other sounds play without distortion. If you would like to have a listen, I can link my game if it will help
Probably the main thing to do is post something on the godot bug tracker; this is a community help forum, and while some of the devs do (I think?) hang around here, you’re most likely to get an actual fix if you go through the bug tracker.
As for workarounds:
Maybe try 16 bit PCM? Anything that makes the decoding cheaper at runtime…
Maybe dropping the volume of the footsteps a bit would help?
You could try using a totally different sound for footsteps to see whether it’s something specific about the footstep sample, or whether it’s just how they’re played?
Check whether you’re playing more footsteps than you think; maybe print with a timestamp every time you play a footstep and see if you’re doubling or tripling them up by accident.
For the last 2 points, I have 10 different footstep sounds and they all have the issue, and sounds are indeed playing one at a time. I will try out Ur first two points, though. Thank you so much for ur help