Hi,
I want to play 5 instrument tracks simultaneous and synchronous. I found this very up-to-date Godot 4 tutorial:
But it seems some code lines don’t work with the current Godot 4 version because some methods no longer exist…
Is there a simple example how I play some tracks with AudioStreamPolyphonic in sync?
Thanks.
Why get_stream_playback() returns a Null-Object?
func _ready():
var player = AudioStreamPlayer.new()
var stream = AudioStreamPolyphonic.new()
var playback:AudioStreamPlaybackPolyphonic
stream.polyphony = 10
player.stream = stream
player.play()
playback = player.get_stream_playback()
print(playback)
func _ready():
var player = AudioStreamPlayer.new()
var stream = AudioStreamPolyphonic.new()
var playback:AudioStreamPlaybackPolyphonic
stream.polyphony = 10
player.stream = stream
add_child(player)
player.play()
playback = player.get_stream_playback()
print(playback)
Is it possible to loop polyphonic streams?
Unlike AudioStreamMP3/OGG/WAV, Polyphonic indeed does not have a loop property;
BUT
AudioStreamPlaybackPolyphonic is derived from AudioStreamPlayback that has virtual method:
_get_loop_count()
So, it may be possible to do it natively, but it seens to not be implemented.
In my polyphonic audio I have two audios, one that is in loop and one that is not,.
How do I stop a specific audio without interfering in the other one?
theres no way to set the actual sound? if i have a sound file i cant put it in the stream>?