-
-
Notifications
You must be signed in to change notification settings - Fork 21.9k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fix initialization order in AudioStreamInteractive
to allow initial_clip
to be properly played
#100552
Conversation
AudioStreamInteractive
to allow initial_clip to be properly played
AudioStreamInteractive
to allow initial_clip to be properly playedAudioStreamInteractive
to allow initial_clip
to be properly played
Looks good! Could you squash the commits? See PR workflow for instructions. |
00e6fad
to
193fccf
Compare
I think I messed up and included another commit in the PR. Lemme fix that. Sorry |
193fccf
to
95ff87d
Compare
All good now |
Sorry for that, am I the one supposed to fix this or can the formatting changes be approved by a maintainer ? |
You need to do the formatting fixes yourself ideally. You'd do it by removing the trailing tab on the line flagged in the diff: https://github.com/godotengine/godot/actions/runs/12394304279/job/34597974426?pr=100552 And then amend the commit and force push to udpate the PR, keeping a single commit. |
95ff87d
to
ea97d44
Compare
Ok ! Thank you very much for the guidance :) |
Thanks! And congrats for your first merged Godot contribution 🎉 |
Fixes #100514
Problem comes from the initialization order of
initial_clip
coming before the actual clips. When theAudioStreamInteractive
is loaded in the scene, no clips are loaded yet.initial_clip
is reset to 0 triggering the error. Then the clips are loaded, and theinitial_clip
will inevitably become the first of the list.I propose a fix by simply changing the order of the two properties in the class. Having the
initial_clip
being declared after the actual clips, fixes everything.