Audio gets quieter the more a source is played in browser build

Godot Version

Godot 4.3.stable

Question

So, I’m using an AudioStreamPlayer for my project to play a sound any time an option is clicked or dialogue is being said, and for some reason any time that audio source is played it slowly decreases its volume by a tiny amount, but only for the exported web build? I’m assuming this is a bug having to do with audio in the web build because nowhere in my code does it decrease or change the volume.
I messed around and disabling the only other factor that could be the reason for this, adjusting the sound.pitch_scale, isn’t it.

(edit) here’s a snippet of code as example:
image

I have a similar problem. I created an mp3 player in godot to play mp3files, but the more I play, changed mp3’s, jump back and forward with a slider. The sound changes, after a while its lower in volume, sounds distorted (very slightly). If you restart the program it working again and the cycle repeats…

I was having the same problem with and AudioStreamPlayer.
I found a hacky workaround that I would rather not do, but better than eventually having no audio.

The issue is not with the AudioStreamPlayer, but with the AudioStream it references. So what I did in my AudioManager that I created was keep a duplicate copy of each AudioStreamPlayers AudioStream objects and whenever a sound effect has been played x amount of times I duplicate the AudioStream and place it back into the AudioStreamPlayer:

# when you initially create the audio object:
var AudioStream saved_stream = <yourAudioStreamPlayer>.stream.duplicate()

... other code ...
#when 50 plays have been reached
AudioStreamPlayer.stream = saved_stream.duplicate()

That appears to keep my sounds volume where they should be. But like I said very hacky and prob. a waste of memory. Just make sure you’re not actively using the duplicated/saved stream or it will become corrupt over time.