I had this bit of code to loop music:
audioPlayer.Finished += () =>
{
GD.Print("audio finished");
audioPlayer.Play();
};
But after I switched the AudioStream to an AudioStreamInteractive to mess around with dynamic music, it no longer works. It looks like the Finished signal doesn’t get fired at all.
I tried importing an .ogg and checking “Loop” in the import settings, didn’t work.
I tried enabling “Auto advance” of the clip and setting “Next clip” to itself, also didn’t work.
Then I tried setting “Next clip” to a different clip… and instead of advancing to that clip it started looping. So it technically works but it feels like a bug, and I have to disable the transition for that clip to prevent a crossfade at the end of the clip.