extends AudioStreamPlayer3D class_name EngineNoise @onready var strem: EngineStream = stream @onready var car = get_parent() var volume: float = 1: set(v): strem.engine_volume = v get(): return strem.engine_volume func _ready() -> void: set_process(false) for i in 4: await RenderingServer.frame_post_draw # buffer underrun causes it to stop, and the cpu is busy when loading the track and rendering and stuff. https://github.com/godotengine/godot/pull/73162 play() strem.set_stream(get_stream_playback()) func _process(_d: float): strem.engine_rpm = car.engine_rpm strem.update()