### Godot version

v3.6.beta.custom_build [42083f3a6]

### System information

Android 11, MediaTek Helio P35 (32bit), PowerVR Rogue GE8320, also tested on: Android 10, Snapdragon 636, Adreno 506,

### Issue description

When trying to use the microphone input in an AudioStreamPlayer node on the godot android editor, unexpectedly crashes after a few seconds regardless of whether it is a new project or not. 
If the initial scene has an AudioStreamPlayer node configured with an AudioStreamMicrophone it will continuously close, not allowing to start.

### Steps to reproduce

1: Create a new project or use a existent one.
2: Press "Project" and "Project Settings"
3: Go to "Audio" and activate "Enable Audio Input"
4: After restarting, create an AudioStreamPlayer Node
5: On Stream, add a new AudioStreamMicrophone

Wait a few seconds until it crashes

### Minimal reproduction project

Use a New Project
ERR_FAIL_COND(res != SL_RESULT_SUCCESS);
	SLDataLocator_AndroidSimpleBufferQueue loc_bufq = { SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, BUFFER_COUNT };
	
	pcm.formatType = SL_DATAFORMAT_PCM;
	pcm.numChannels = 2;
	pcm.samplesPerSec = SL_SAMPLINGRATE_44_1;
	pcm.bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_16;
	pcm.containerSize = SL_PCMSAMPLEFORMAT_FIXED_16;
	pcm.channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT;
#ifdef BIG_ENDIAN_ENABLED
	pcm.endianness = SL_BYTEORDER_BIGENDIAN;
#else
	pcm.endianness = SL_BYTEORDER_LITTLEENDIAN;
#endif
	audioSource.pFormat = (void *)&pcm;
	audioSource.pLocator = (void *)&loc_bufq;
	
	locator_outputmix.locatorType = SL_DATALOCATOR_OUTPUTMIX;
	locator_outputmix.outputMix = OutputMix;
	audioSink.pLocator = (void *)&locator_outputmix;
	audioSink.pFormat = nullptr;
	
	{
		const SLInterfaceID ids[2] = { SL_IID_BUFFERQUEUE, SL_IID_EFFECTSEND };
		const SLboolean req[2] = { SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE };
		res = (*EngineItf)->CreateAudioPlayer(EngineItf, &player, &audioSource, &audioSink, 1, ids, req);
		ERR_FAIL_COND(res != SL_RESULT_SUCCESS);
	}
	
	res = (*player)->Realize(player, SL_BOOLEAN_FALSE);