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Unity version: Unity 2022 and Unity 6 (have tried in both)
(If applicable) FMOD Studio version: Using Unity audio
Operating System and version: Windows 10 64 bit
Issue Description
I have created a fairly simple "roll your own" pooled audio source system for creating one-shot audio I need to "summon" instantly to a particular position. Physics impacts, footsteps, etc. The prefab is a gameobject with an audio source, a steam audio source, and nothing else. I pool them all at startup (about 10 of them) and call them as one-shots by first moving their position, then setting their clip, then playing them.
This works PERFECTLY in the editor. However, when I make a build, I rarely ever hear my audio playing in this manner. Sometimes I can FAINTLY hear it, or like a subtle echo of a footstep for example. But largely I hear nothing. Very strange.
I DO hear Steam Audio sources that are statically placed in the world already and don't move in any way (like a generator sound, or a cricket, etc.).
The text was updated successfully, but these errors were encountered:
System Information
Issue Description
I have created a fairly simple "roll your own" pooled audio source system for creating one-shot audio I need to "summon" instantly to a particular position. Physics impacts, footsteps, etc. The prefab is a gameobject with an audio source, a steam audio source, and nothing else. I pool them all at startup (about 10 of them) and call them as one-shots by first moving their position, then setting their clip, then playing them.
This works PERFECTLY in the editor. However, when I make a build, I rarely ever hear my audio playing in this manner. Sometimes I can FAINTLY hear it, or like a subtle echo of a footstep for example. But largely I hear nothing. Very strange.
I DO hear Steam Audio sources that are statically placed in the world already and don't move in any way (like a generator sound, or a cricket, etc.).
The text was updated successfully, but these errors were encountered: