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The function call ad->audio_output.audio_client->GetBufferSize(&buffer_size) can actually return AUDCLNT_E_DEVICE_INVALIDATED, but this is not handled properly, causing an unneeded error message to appear. The subsequent ad->audio_output.render_client->GetBuffer(write_frames, &buffer) call does handle this case properly, however.
Steps to reproduce
Open any Godot project.
Connect your PC with wireless earphones. Make sure that they are the current output device.
Disconnect them.
See the error messages generated in the editor output.
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
Tested versions
System information
Godot v4.5.dev (e585e6a) - Windows 11 (build 26100) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.5339) - 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 threads)
Issue description
The following messages are shown whenever I disconnect my wireless earphones while using the Godot editor:
The warning is expected, but the error is not.
The function call
ad->audio_output.audio_client->GetBufferSize(&buffer_size)
can actually returnAUDCLNT_E_DEVICE_INVALIDATED
, but this is not handled properly, causing an unneeded error message to appear. The subsequentad->audio_output.render_client->GetBuffer(write_frames, &buffer)
call does handle this case properly, however.Steps to reproduce
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: