Audio is not playing even though my print function is showing the variable is working

Godot Version



As you can see in the picture I have the audio player set to play when the collision happens, and the print function does work, but the audio itself is not playing. If I click “playing” on the audio streamer the sound works so I know the audio file works. Also, if I make it wait for the audio to be finished it will play the sound. I saw a similar post on here from a few weeks ago but the solution there did not work for me.

Looks like you’re freeing the parent (and therefore the AudioStreamPlayer) before it gets a chance to play. You can hide the node and connect AudioStreamPlayer’s finished signal to queue_free(), or reparent the AudioStreamPlayer first.

(Note: This is also a case where it can be handy to have an audio manager with common AudioStreamPlayers as an autoload or otherwise globally accessible, so you don’t have to worry about it.)

I had a feeling it was something like that but all of my over-engineered solutions to making it have time to play were not working. I do have a video saved somewhere on an audio manager so I’ll look into setting that up as that seems like it makes a lot more sense from an organization standpoint.

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Yeah, and there are some plugins that will do the work for you. I’ve been meaning to set up Godot Sound Manager myself, but haven’t gotten around to it yet. So I can’t personally vouch for it yet, but all their plugins are top-notch.