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(+1)

We had the same problem in our game! We wanted to plug multiple AudioStreamInteractive into an AudioStreamSynchronized (one for each "layer" to switch between the different layer-states), but ended up using a AudioStreamSynchronized and just hoped we stayed under the sample limit.

The Problem with AudioStreamInteractive is that as far as I can see you can only switch from a) the player via the property (if the stream is directly being used) or by calling switch_to_clip() on AudioStreamPlaybackInteractive, but you can't get the Playback object from an AudioStreamPlaybackSynchronized. I wrote a godot engine proposal + a patch for it (after the gamejam), so I hope that either gets merged or someone comes around with a much better solution than implementing a get_playback() on AudioStreamPlaybackSynchronized. ;)

(+1)

Hey, thank you for your follow-up! Nice to hear I am not the only one with this problem. I would totally +1 the godot engine proposal. Being a musician in "real life" I think there is still so much potential for interacting with sound and music in Godot. I hope they will add more functions in the next updates. :)

Good luck on your journey with Godot!