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I have implemented a global autoload which instantiates the FmodBankLoader and a music event emitter. This works fine, the music plays, I am able to change parameters, all the good stuff - but the debugger is spammed with errors seemingly hinting at the event emitter trying to load an empty value of both event_name and event_guid.
When inspecting via breakpoint in the script which instantiates the event emitter, the event_name parameter is indeed undefined, but event_guid is set properly.
I have worked around this by disabled the should_load_by_name option.
Here's a screenshot of the emitter node, which shows both name and guid is set:
The auto loaded global `gdscript` instantiating the node
# AudioController
extends Node
var audio_nodes_scene = preload("res://Audio/audio_nodes.tscn")
var master_music_system_scene = preload("res://Audio/master_music_system.tscn")
var audio_nodes = audio_nodes_scene.instantiate()
var fmod_bank: FmodBankLoader = audio_nodes.get_node("FmodBankLoader")
var master_music_system: FmodEventEmitter2D
func _ready() -> void:
audio_nodes = audio_nodes_scene.instantiate()
fmod_bank = audio_nodes.get_node("FmodBankLoader")
master_music_system = master_music_system_scene.instantiate()
add_child(audio_nodes)
audio_nodes.add_child(master_music_system)
print(master_music_system.event_name) # ""
print(master_music_system.event_guid) # "{0bd118....}"
Error log dump:
E 0:00:00:922 audio_controller.gd:14 @ _ready(): Cannot find event with path , will try with guidvoid godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description_if_needed() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h341
<C++ Source> core/variant/variant_utility.cpp:1024 @ push_error()
<Stack Trace> audio_controller.gd:14 @ _ready()
E 0:00:00:922 audio_controller.gd:14 @ _ready(): You should fix this before releasing your game, check event exists and fallback is only a debug featurevoid godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description_if_needed() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h343
<C++ Source> core/variant/variant_utility.cpp:1024 @ push_error()
<Stack Trace> audio_controller.gd:14 @ _ready()
E 0:00:00:922 push_error: Cannot find event with path , will try with guidvoid godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description_if_needed() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h341
<C++ Source> core/variant/variant_utility.cpp:1024 @ push_error()
E 0:00:00:922 push_error: You should fix this before releasing your game, check event exists and fallback is only a debug featurevoid godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description_if_needed() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h343
<C++ Source> core/variant/variant_utility.cpp:1024 @ push_error()
E 0:00:00:923 push_error: Cannot find event with path , will try with guidvoid godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description_if_needed() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h341
<C++ Source> core/variant/variant_utility.cpp:1024 @ push_error()
E 0:00:00:923 push_error: You should fix this before releasing your game, check event exists and fallback is only a debug featurevoid godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description_if_needed() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h343
<C++ Source> core/variant/variant_utility.cpp:1024 @ push_error()
E 0:00:00:923 push_error: You should fix this before releasing your game, check event exists and fallback is only a debug featurevoid godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description_if_needed() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h343
<C++ Source> core/variant/variant_utility.cpp:1024 @ push_error()
E 0:00:00:923 push_error: You should fix this before releasing your game, check event exists and fallback is only a debug featurevoid godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description_if_needed() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h343
<C++ Source> core/variant/variant_utility.cpp:1024 @ push_error()
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