mirror of https://github.com/godotengine/godot
Fix code consistency between AudioStreamPlayer2D and AudioStreamPlayer3D
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@ -553,7 +553,7 @@ void AudioStreamPlayer3D::play(float p_from_pos) {
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setplay.set(p_from_pos);
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// Sample handling.
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if (stream_playback->get_is_sample()) {
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if (stream_playback->get_is_sample() && stream_playback->get_sample_playback().is_valid()) {
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Ref<AudioSamplePlayback> sample_playback = stream_playback->get_sample_playback();
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sample_playback->offset = p_from_pos;
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sample_playback->bus = _get_actual_bus();
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@ -563,10 +563,7 @@ void AudioStreamPlayer3D::play(float p_from_pos) {
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}
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void AudioStreamPlayer3D::seek(float p_seconds) {
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if (is_playing()) {
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stop();
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play(p_seconds);
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}
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internal->seek(p_seconds);
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}
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void AudioStreamPlayer3D::stop() {
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