Search Issue Tracker
Fixed
Fixed in 2023.2.0b12, 2023.3.0a8
Votes
0
Found in
2023.2.0b1
2023.3.0a1
Issue ID
UUM-43495
Regression
No
ARC playback timing is not working with Mixer pitch
The playback of an audio source using ARC stops when using a mixer output with pitch above 100%. The timing is also not taken into account when using mixer pitch.
Repro:
- Create a Mixer asset
- Set the Master Audio Mixer Group pitch value to 150%
- Create an ARC asset
- Add the "bark copy.wav" clip to AudioClips list
- Add a game object with the ARC asset
- Set AudioSource loop to true
- Set AudioSource output to the Master Audio Mixer Group
- Enter play mode
Expected: The audio playback loops and the timing is correct
Actual: The audio playback stops after one cycle
You can also download the "Assets.zip" for a quick setup
Reproduced on mac M1
Also reproducible on StandaloneOSX
________
Note:
Setting the pitch below 100% works as in it does not make the playback stop. It does, however, not take timing into account, meaning that the playback is overlapped
I tried setting pitch to
- 110% and it played 4 cycles before stopping playback
- 111% and it played 1 cycles before stopping playback
- 109% and it played multiple cycles (>20) without stopping playback
Looks like the length of the clip used matters as well:
- It looks like I used "bark copy.wav" and can reproduce the issue.
- I tried using a different clip "samp.wav", which is shorter, where I could set pitch to 1000% without it stopping playback.
- I tried using a different clip "amb_f220.wav", which is longer, where setting
## pitch to 102% it would stop playback after 1 cycle
## pitch to 101% it would play more than 1 cycle
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment