Search Issue Tracker
Fixed in 2021.1.X
Fixed in 2019.4.X, 2020.3.X
Votes
2
Found in
2019.1.0a13
2019.3
2019.3.10f1
2020.1
2020.2
Issue ID
1241932
Regression
Yes
AudioSource PlayScheduled plays sound at random intervals with random variation when any filter component is present
How to reproduce:
1. Open attached project "AudioSource-PlayScheduled-BugReport.zip" and scene "SampleScene"
2. Make sure to lower the sound of Unity or the Audio Source components
3. Enter Play mode
4. In hierarchy, select "GameObject" object
5. In Inspector, "Audio High Pass Filter" -> change Cutoff Frequency to 10
6. Observe the sound
7. In Inspector, remove "Audio High Pass Filter" component
8. Observe the sound
Expected result: the two different sounds play at the same intervals, the step 6 sound is the same as in step 8
Actual result: the sound plays at different/random intervals with random variation in the sounds, the step 6 sound is not the same as in step 8
Reproducible with: 2019.1.0a13, 2019.1.14f1, 2019.2.21f1, 2019.3.12f1, 2020.1.0b8, 2020.2.0a9
Not reproducible with: 2018.4.22f1, 2019.1.0a12
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 2021.1):
Fixed n 2021.1.0a2
Resolution Note (fix version 2020.3):
Fixed in: 2020.3.17f1
Resolution Note (fix version 2019.4):
Fixed in 2019.4.24f1