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Votes
1
Found in
2021.3.30f1
2022.3.10f1
2023.1.13f1
2023.2.0b9
2023.3.0a6
Issue ID
UUM-49657
Regression
No
[Android] Warning message “Exposed name does not exist: SFX (UnityEngine.AudioMixerGroup)“ when changing volume with audiomixer.setfloat()
Reproduction steps:
1. Open the attached project "ReproProj" with Android Platform
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Build and Run
4. Open the Android LogCat window
5. In Player press the button with the text “Set SFX On“
6. Observe Android LogCat
Expected result: No SFX warning messages are seen
Actual result: Warning message “Exposed name does not exist: SFX (UnityEngine.AudioMixerGroup)“ is seen
Reproducible with: 2021.3.30f1, 2022.3.10f1, 2023.1.13f1, 2023.2.0b9, 2023.3.0a6
Testing environment: Windows 10 Enterprise 21H2
Reproducible on:
VLNQA00332, Samsung Galaxy XCover4 (SM-G390F), Android 9, CPU: Exynos 7 Quad 7570, GPU: Mali-T720
VLNQA00325, Samsung Galaxy Note10 (SM-N970F), Android 12, CPU: Exynos 9 (9825), GPU: Mali-G76
VLNQA00318, Oneplus OnePlus 7 Pro (GM1913), Android 11, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00231, Samsung Galaxy A5(2017) (SM-A520F), Android 8.0.0, CPU: Exynos 7 Octa 7880, GPU: Mali-T830
VLNQA00231, Huawei HUAWEI Mate 20 Pro (LYA-L29), Android 9, CPU: HiSilicon Kirin 980, GPU: Mali-G76
Not reproducible on: No other environment tested
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Resolution Note:
This issue is due to a bug in the repro project. The SFX AudioMixerGroup's volume property is exposed as "SFX", but the string being passed into AudioMixer.SetFloat is "SFX (UnityEngine.AudioMixerGroup)". If "SFX" is instead passed into AudioMixer.SetFloat, everything should work just fine.