godotengine / godotengine/godot
Audio popping when inside an Area3D with a reverb bus enabled and an amplifier on the master bus
- Dominant language
- C++
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- 117k
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Description
### Tested versions
Discovered on 4.4.stable
Reproducible in 4.4.dev4
Not reproducible on 4.4.dev3 or earlier
### System information
Godot v4.4.dev4 - Windows 10.0.19045 - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 32.0.15.6636) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 threads)
### Issue description
When I have an AudioStreamPlayer3D inside an Area3D with reverb bus enabled, AND that reverb bus goes to the Master bus which as an amplify effect set to a low negative value (-22 for example), the audio player pops at the beginning. It ONLY happens when the audio is routed through the reverb bus via an Area3D. If I manually set the audio bus on the AudioStreamPlayer3D this does not reproduce the issue. This is troublesome for my game which uses this footstep sound (it happens for other sounds too), and I'm not quite sure why it's happening. Any help would be appreciated.
Video of issue:
https://drive.google.com/file/d/15mTZVlw0Hp77dBJlKRprKh3nXIx1bFlr/view?usp=sharing
I'm not sure why I couldn't directly upload the video
### Steps to reproduce
Create an AudioStreamPlayer3D and put a stream inside it
Create and Area3D with reverb bus enabled, set to a bus with reverb, and with an amount of 1
Add an amplify effect to the master audio bus and set it to a low value like -25
Create a Camera3D set to current at the same position as the audio player
Create a script to play the sound when enter is pressed
Run the project
### Minimal reproduction project (MRP)
[sound-bug.zip](https://github.com/user-attachments/files/19329402/sound-bug.zip)
Contributor guide
Research direction
Start with the linked sound-bug.zip minimal reproduction project and reproduce the pop using AudioStreamPlayer3D, Area3D reverb routing, and a negatively amplified Master bus. Compare Area3D routing with manually assigned audio-bus routing, then verify that the beginning of the sound no longer pops under the reported Godot 4.4 conditions.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- godot
- Domain
- audio-video-rtc
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Clearly specified
- Newbie friendliness
- 52/100