Godot audio Problem

Godot 4.2.1

@onready var musik_idle = $Audio_idle
@onready var musik_speed = $Audio_speed
@onready var musik_tar = $Audio_tar

func _physics_process(delta):
steering = move_toward(steering, Input.get_axis(“Right”,“Left”) * MAX_STEER, delta * seed_lin)
engine_force = Input.get_axis(“Bacward”,“Foward”) * ENGINE_POWER
rotation.z = clamp(rotation.z ,deg_to_rad(-50),deg_to_rad(50))
musik_speed.stream.loop = false
musik_speed.playing = false

func _input(event):
if event.is_action_pressed(“Foward”):
musik_speed.stream.loop = true
musik_speed.playing = true
else:
musik_speed.stream.loop = false
don"t work script please help

Explain the actual issue you are having. What’s the problem and what’s your expectations.

AudioStreamPlayer.playing is a getter. It makes no sense to assign a value to it. Use the function play() instead.

1 Like

don’ t work

When I press the event musik looping else playing 1 time

extends VehicleBody3D

const MAX_STEER = 0.8
const ENGINE_POWER = 800
var seed_lin = 3.8
@onready var musik_idle = $Audio_idle
@onready var musik_speed = $Audio_speed
@onready var musik_tar = $Audio_tar

func _physics_process(delta):
steering = move_toward(steering, Input.get_axis(“Right”,“Left”) * MAX_STEER, delta * seed_lin)
engine_force = Input.get_axis(“Bacward”,“Foward”) * ENGINE_POWER
rotation.z = clamp(rotation.z ,deg_to_rad(-50),deg_to_rad(50))

func _input(event):
if event.is_action_pressed(“Foward”,true):
musik_speed.play()
else:
musik_idle.play()

Did you import the audio file with Loop enabled? Importing audio samples — Godot Engine (stable) documentation in English

No, into scene

:+1: :+1: