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Won't Fix
Votes
10
Found in
5.5.0p4
Issue ID
870041
Regression
No
Audio Dropouts are caused by Garbage Collector when large number of objects are allocated, until they are deallocated
Reproduction Steps:
1. Open User's project
2. Open "Main" scene
3. Play scene
Note: Game will produce humming sound.
4. Listen for distortions
Note: if project is run on iOS device with Xcode Time profiler:
Observe a 110Hz sinusoid playback and a periodic audible glitch that is preceded by a spike in the Instruments' CPU graph
Note: Single allocation of 400MB will not cause dropouts, whereas having 500 000 smaller allocations will, even if they sum up to significantly smaller amount of total memory.
Expected behaviour: Audio is not interrupted by garbage collector.
Actual result: Garbage Collector causes audio dropouts.
Reproduced on iOS iPad Mini 2 iOS 10.1.1 device and MacOS 10.12.1 standalone
Reproduced on version: Unity 5.3.7p3, 5.4.4p1, 5.5.0p4, 5.6.0b4
Comments (2)
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Matti-Jokipii
Jan 15, 2017 19:04
Possibly related to https://issuetracker.unity3d.com/issues/onaudiofilterread-allocates-memory-every-frame-instead-of-reusing-the-same-buffer
Thelo
Jan 13, 2017 22:27
This might be related to the stutter bug introduced in 5.4 on Windows builds, mentioned in this thread: https://forum.unity3d.com/threads/heavy-audio-stutter-in-5-4-but-not-5-3.436664/