0 votes

Can anyone help with this? I have a project with multiple audioStreamPlayer2D objects for sound effects in a scene. I just added a new audioStreamPlayer2D object intended for use as background music and found the problem mentioned above.

To test to see if it was a problem in my code I just made an ultrasimple new project that is one scene, a root Node2D node, and two audioStreamPlayer2D children. I loaded in the background music to the first player and a quick punch noise for the second player. I attached the following script to the root node.

extends Node2D

func _ready():
$AudioStreamPlayer.play()

func process(delta):
if Input.is
actionjustpressed("ui_accept"):
$AudioStreamPlayer2.play()

This is the entire project and I have the same problem. The music plays at one volume as long as I don't press spacebar and then the moment I do I hear the punch noise and the background music gets and stays dramatically softer, at least -10db. After a few seconds it seems to slowly begin growing back to its original volume but as soon as I make another noise it drops again.

Is this expected behavior? How can I get around the issue? Thanks for any help.

asked Apr 26 in Projects by giraffupus (16 points)

1 Answer

0 votes

So I did some reading about audio buses and it seems like that is my problem. Everything was sent to the master bus and when the sound effect came through I think it was louder than the music so the master bus dynamically modified itself so the sound effect was the new 0db, thus making the music sound softer. I seem to have fixed the issue in the simple project I created by making two new buses, one for sound effects and one for music, and turning down the db on the sound effect bus.

https://docs.godotengine.org/uk/latest/tutorials/audio/audio_buses.html

Now for the task of going through and editing all the audioplayers in my much larger project.

answered Apr 26 by giraffupus (16 points)
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