I followed a guide for a 3.x project that uses this, but when I try this in Godot 4, it doesn't work.
extends Node
var sample_hz = 22050.0 # Keep the number of samples to mix low, GDScript is not super fast.
var pulse_hz = 440.0
var phase = 0.0
var playback: AudioStreamPlayback = null # Actual playback stream, assigned in _ready().
func _process(_delta):
_fill_buffer()
func _fill_buffer():
var increment = pulse_hz / sample_hz
var to_fill = playback.get_frames_available()
while to_fill > 0:
playback.push_frame(Vector2.ONE * sin(phase * TAU)) # Audio frames are stereo.
phase = fmod(phase + increment, 1.0)
to_fill -= 1
func _ready():
$Player.stream.mix_rate = sample_hz # Setting mix rate is only possible before play().
playback = $Player.get_stream_playback()
_fill_buffer() # Prefill, do before play() to avoid delay.
$Player.play()