Description
Godot version:
3.2 branch at commit be625f6
OS/device including version:
Arch Linux
Issue description:
As I was figuring out how the audio generator demo worked, I noticed that partially or completely filling the AudioStreamGeneratorPlayback
audio frames once and the playing them would not make the AudioStreamPlayer
fire any signals.
I was expecting a "finished" signal to fire, or perhaps a "loading" or "waiting" signal with which one could use to just stop the AudioStreamPlayer
completely if wanted.
Steps to reproduce:
Run the attached project. The output and code from generator_demo.gd
makes this issue more easily visible.
As a workaround, to stop the AudioStreamPlayer
when using an AudioStreamGenerator
resource, users have to keep track of the available audio frames in the AudioStreamGeneratorPlayback
. Once all the available frames are consumed, the maximum available frames is visible again which means that the AudioStreamGeneratorPlayback
is empty, which can be used to stop the AudioStreamPlayer
. This is shown in the generator_demo.gd
within the attached project.
Minimal reproduction project:
generator.zip
Based on: https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator