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(+1)

Yes -- the best way to fix this is to never load any scenes. Make your entire Godot game a single scene, and load all of your assets/scenes up front. This is the approach I took for my submission "Frog Finder", to work within the limitations of Godot and HTML5.

An alternative approach to fixing this is to fade out/fade in your audio during scene transitions or when you need to load new resources. This is better for bigger games where you need to load large levels or where it's infeasible to have the entire game in a single scene.

It is frustrating :(

oh, that's interesting, i never knew that worked

very cool! thanks for sharing :)

(+1)

Interesting, I'll keep that in mind!

My submission is super simple, single scene, the only scripting is around player movement, but the music track keeps crackling/stuttering even on high spec hardware - so I'm not sure if my issue is related to loading :(

If you are ever doing anything like `load("res://EnemyScene.tscn")` where you are loading a sound effect, scene, or script at runtime -- that might cause it. I'd try to cut down on runtime loading of stuff, and `preload` where possible, or spawn nodes when your game starts and then switch them visible/invisible.

Unfortunately I'm not 100% sure what causes these issues -- for me, it just seems to occur during scene transitions or when a lot of things are loaded. I'm sorry.

(3 edits) (+2)

Guys, did you try enabling multithreaded html5 export? By default, it one thread, it may be that audio cant refill buffer when game does large delay spikes (loading a big chunk of something). 

I didn't tried this yet, my games usually one scenes. But I'm interested in resolving this issue.

Be notified: multithreaded html5 build can work on smaller set of modern browsers, please check docs.