Audio latency on android devices

Godot Version

4.6

Question

Hi everyone,

I’ve seen several threads about audio latency on Android from around 2023, but it’s now 2026 and I’m still experiencing the same problem.

  • On desktop builds (Windows/macOS) my sounds play instantly and feel perfectly responsive.

  • On Android builds there is a noticeable delay between the action (e.g. player attack, collecting an item) and the sound playing.

Some details about my setup:

  • Godot version: 4.6

  • Platform: Android (tested on multiple devices)

  • Audio nodes: mostly AudioStreamPlayer2D / AudioStreamPlayer

  • Sound formats: I switched from MP3 to WAV, and try OGG

  • Project settings: I’ve tried adjusting audio/driver/output_latency (e.g. setting it to a lower value) but it didn’t solve the issue.

My questions:

  1. Is there currently any officially recommended way to achieve low-latency audio on Android with Godot 4.6?

  2. Are there any practical workarounds or project settings that significantly reduce audio delay on Android in real projects (besides using WAV and preloading sounds)?

On desktop everything is fine, so this seems specific to the Android audio backend.

Any up‑to‑date advice for 2026 would be greatly appreciated.

Thanks in advance!

I guess it’s maybe an android related issue. Do other apps work fine?

It seems to be a general problem with the current audio driver that might be resolved with this proposal:

In the documentation of this setting, it says this:

Note: This setting is ignored on Android.

You can try fiddling with AudioServer::get_output_latency() to adjust your actions to match the audio latency:

Here someone mentioned that changing the file format to OGG fixed the problem for them.
Another person mentioned that changing volume is instantanous, so if that makes sense in your case then you can try doing the same.

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