Search Issue Tracker
Fixed
Fixed in 2021.3.31f1, 2022.3.11f1, 2023.1.16f1, 2023.2.0b12, 2023.3.0a7, 7000.0.0a1
Votes
1
Found in
2021.3.30f1
2022.3.9f1
2023.1.12f1
2023.2.0b9
2023.3.0a5
7000.0.0a1
Issue ID
UUM-48572
Regression
No
AudioSource starts playback from the wrong position when setting the time manually
Reproduction steps:
1. Open project “AudioSourceTimeBugRepro.zip”
2. Open “SampleScene”
3. Enter Play mode
4. Press the “Play”, “Seek”, and “Stop” buttons (in that order) in Game view and observe AudioSource.time is set back to 0
5. Press the “Play” button again
Expected result: The “AudioSource.time” starts increasing from 0
Actual result: the “AudioSource.time” starts increasing from a number higher than 0
Reproducible with: 2021.3.30f1, 2022.3.9f1, 2023.1.12f1, 2023.2.0b9, 2023.3.0a5
Reproducible on: macOS Ventura 13.2.1 (Intel)
Not reproducible on: no other environment tested
Note: also reproducible in Standalone Player
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
- VisionOS Player and Simulator crashes on "nw_read_request_report [C1] Receive failed with error "No message available on STREAM"" when playing a video through VisionOSVideoComponent
- Shader starts acting unexpectedly when SV_primitiveID is used in a Hull/Domain Shader
- [iOS] "Execution of the command buffer was aborted due to an error during execution" error is thrown continuously when using specific Project Settings and Anti-aliasing is enabled
- Inconsistent help box font size in Project Settings window
- Local package MonoBehaviour scripts appear as missing after updating the project when the project and package paths share the same prefix
Resolution Note (fix version 7000.0.0a1):
Fixed AudioSource.Play() not starting from time=0 after manually seeking with AudioSource.time and then calling AudioSource.Stop()
Resolution Note (fix version 2023.3.0a7):
Fixed AudioSource.Play() not starting from time=0 after manually seeking with AudioSource.time and then calling AudioSource.Stop()