pip install mpf --pre shows me as on (0.80.0.dev4) and did not change anything. Still, I downloaded the latest mpf-gmc from github and ran a diff and there were a few slight differences so I copied in/overwrote the whole addons folder. Not sure why pip did not pick that up.
I reinstalled godot 4.3
And by the way, the plugin version says 0.1.0.dev2
Anyway, still no changes in the volume level or ducking. They always play at full volume and never duck.
The godot log files show this, set in verbose:
09:14:46.651 : INFO : Bus<music> : Playing sound 'res://sounds/music/main_B.wav'
09:14:46.651 : DEBUG : Bus<music> : - with sound settings { "volume": 0.05, "block": false, "action": "play", "delay": <null>, "bus": "music", "ducking": { }, "pan": <null>, "loops": 1, "priority": <null>, "start_at": <null>, "fade_in": 0.1, "fade_out": 0.1, "about_to_finish_time": -1, "max_queue_time": -1, "events_when_played": [], "events_when_stopped": [], "events_when_looping": [], "events_when_about_to_finish": [], "key": "testSound", "file": "res://sounds/music/main_B.wav", "context": "_global" }
Since something weird was going on, I tried 3 different settings to the ducking and none worked:
Ducking music by -1 over 0.1s,
Ducking music by 1 over 0.1s,
Ducking music by 0 over 0.1s,
I forgot how ducking call works -- does it lower the music BY the specified amplification or lower it TO the specified amplification?
Finally, I created an MPFsoundAsset in godot called "testSound" and tried to change the volume on it from sound_player and that didn't work either (as expected).
Any suggestions? I know I am doing something wrong - probably in godot settings or preferences, but the fact that the debugger is getting the dictionary from MPF and it still doesn't work baffles me.