Godot Version
Godot 4.7
Question
hi again! i’m having some trouble with my game’s AudioStreamPlayer.
before this, it worked perfectly fine and autoplayed on loading into the scene. now that it’s being called to start playing after a timer finishes though, it plays the first second fine and then glitches out into some awful noise after. autoplay has been turned off, but looping is still on. the audio being used is an .mp3 since i couldn’t figure out looping a .wav, and i haven’t touched the audio bus. the “opening” cutscene does not call for any sound or music in any animation tracks.
the code that calls it in a manager node in the scene:
extends Node
@onready var opening_cutscene_player: AnimationPlayer = $“../OpeningCutscene/OpeningCutscenePlayer”
@onready var player: CharacterBody2D = $“../Player”
@onready var poppy: Sprite2D = $“../OpeningCutscene/poppy”
@onready var audio_stream_player: AudioStreamPlayer = $“../AudioStreamPlayer”
func _ready() → void:
player.hide()
opening_cutscene_player.play(“opening”)
func _physics_process(delta: float) → void:
await get_tree().create_timer(3.5).timeout
player.show()
poppy.hide()
audio_stream_player.play()
i did try setting the stream_paused settings to true and then false in the code, but no change.
the settings for the AudioStreamPlayer:
and just in case, the relevant tree:
thank you!

