extends EngineNoise
@onready var car = get_parent().get_parent();
@onready var player: AudioStreamPlayer3D = get_parent();
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
player.play()
set_stream(player.get_stream_playback())
set_process(true)
func _process(_d: float):
set_rpm(car.engine_rpm)
update()