The Godot Q&A is currently undergoing maintenance!

Your ability to ask and answer questions is temporarily disabled. You can browse existing threads in read-only mode.

We are working on bringing this community platform back to its full functionality, stay tuned for updates. | Twitter

0 votes

I added an AudioStreamPlayer to my scene and assigned it a .wav file, and set it to autoplay. I connected the finished() signal to the scene's script. Then I put a print function inside to test the signal is emitted. However when the audio stops it does not emit the signal.

I tried the same thing in a blank project in Godot 3.4.2 and get the same results. To confirm looping is disabled.

EDIT: I figured out the problem. My signal callback function looked like this:

func _on_MusicTrack_finished(track):

Changing it to this made the signal function run:

func _on_MusicTrack_finished():

I assumed it would pass in something to the signal.

Godot version 3.4.2
in Engine by (12 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.