Migrating from 4.2 to 4.3 turns my footstep sfx into a machine gun!

Godot Version

4.3

Question

Upgraded from 4.2.2 to 4.3.

Whenever the player moves about, their footstep sound effect triggers so rapidly that it layers on top of itself every frame now!

In 4.2 I had the audio stream triggers set to specific frames within the animation player, with the player’s movement and physics processing script giving a value for the animation blending in an animation tree. Has anything changed with the animation player that a higher level geek is aware of and could elaborate on? I’m looking at changes in the docs and news article of changes and I can’t make sense of the vars.

I’ve tried disabling reset tracks, changing update mode from “discrete” to “continuous,” playback from “linear” to “nearest,” none of which have worked.

The animations for the player model still playback and blend fine.

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This looks similar this issue but i can’t be sure because i don’t know how your scene is made: AnimationTree state machine causes glitchy sound when triggering `playing` of AudioStreamPlayer3D · Issue #95684 · godotengine/godot · GitHub

If you’re not sure i recommend you open an issue on godot github to check if this is a bug.

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Thank you for the thread. At least we know it’s a common occurrence, but I still can’t find any way to translate what this all means into steps to restore the previous audio playback behavior in-engine.

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TL:DR to elaborate on the screenshot. I just now found this on my own and came back to update. If you go into your AnimationTree node properties and change the Callback Mode>Discrete property to either Dominant or Recessive it will change the audio back to how it behaved in 4.2. Imo there should still be an exception made in code for audio tracks to always callback Dominant since if you plug and play with this animation-triggered-sfx method now it just bricks.

I just checked GitHub for that reply now and Idk why I didn’t get a notification for it or why the image didn’t load.

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