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Fixed in 5.3.8
Votes
90
Found in
5.4.1f1
Issue ID
832578
Regression
Yes
[iOS] Audio with 'Streaming' Load Type does not play on some devices running iOS 10
If an Audio Clip has its Load Type set to 'Streaming' it does not play on some older devices running iOS 10.
Steps to reproduce:
1) Open the attached project (streamingTest_832578).
2) Build for iOS.
3) Run on a device via Xcode.
4) When the app launches, press any of the UI buttons on the screen.
A sound should be played, however it does not. An error message is displayed in the Xcode's console:
Error: Cannot create FMOD::Sound instance for resource resources.resource, (An error occured that wasn't supposed to. Contact support. )
It does not occur if the Load Type is set to 'Decompress On Load' or 'Compressed In Memory'. This only happens with iOS 10.
It seems that only older devices (like iPhone 5, iPad 4) are affected.
Reproduced on:
5.5.0b4, 5.4.1p1, 5.3.6p5, 5.3.5p6
Did not reproduce:
5.2.4f1
I was able to reproduce it on iPhone 5, running iOS 10.0.1
Devices running iOS 10 that did not reproduce:
iPhone 6, iPhone 6 Plus, iPad Mini 2, iPhone SE.
Other users reported that this is also reproducible on iPad 4th gen and iPhone 5C.
Comments (49)
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zackrump
May 11, 2018 12:44
to add to my previous post:
Running under Unity v. 2018 1.0f2 (d4d99f31acba) Personal
zackrump
May 11, 2018 11:55
Same problem (most recently described by SOAPBOXCLOUDBUILDMAR 24, 2017) is occurring when running on IOS (11.3.1) on the iPad Generation 5.
pro3dgamestudio7
Sep 21, 2017 05:38
Hi
problem Solved :
your Audio file must Standard Setting .
if you convert a Audio file to Other format ,you should not change setting in convertor , Because unity Not Support other setting and show follow Error :
Error: Cannot create FMOD::Sound instance for resource Ȝ B , (Unsupported file or audio format. )
SoapboxCloudBuild
Mar 24, 2017 12:46
I am encountering a similar issue in Unity 5.5.2f1.
Device: iPad Air 2
OSX version: 10.1.1
It occurs when I attempt to load a wav file saved under Application.persistentDataPath using WWW. Relevant code snippet and debug output included below. Note - the issue is not experienced during the session the files are originally saved in, only during subsequent sessions.
The file is definitely being loaded by WWW, as localFile.audioClip is not null. What seems odd to me is that the error message occurs between the LOAD COMPLETE and FILE LOADED SUCCESSFULLY output, when they should be executed immediately after each other.
Code:
WWW localFile = new WWW(path);
Debug.LogWarning("LOADING FILE AT " + path);
yield return localFile;
Debug.LogWarning("LOAD COMPLETE");
if (!string.IsNullOrEmpty(localFile.error) && OnFileLoadFailed != null) {
if ((SBSettings.DebugOutput & DebugFlag.FileManager) != 0) {
string message = "File manager: File not loaded - " + localFile.error;
SoapBoxManager.AddToLog(message);
Debug.Log(message);
}
OnFileLoadFailed(localFile.error);
}
else if (localFile.audioClip == null && OnFileLoadFailed != null) {
if ((SBSettings.DebugOutput & DebugFlag.FileManager) != 0) {
string message = "File manager: File at path " + path + " is not an audio file";
SoapBoxManager.AddToLog(message);
Debug.Log(message);
}
OnFileLoadFailed("File at " + Application.persistentDataPath + "/" + path + " is not an audio file");
}
else if (OnFileLoadSuccess != null) {
Debug.LogWarning("CLIP LOADED SUCCESSFULLY: " + localFile.audioClip);
yield return 0;
OnFileLoadSuccess(localFile.audioClip);
}
Log output:
LOAD COMPLETE
SoapBoxLabs.<_LoadFile>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Error: Cannot create FMOD::Sound instance for resource `9, (Operation could not be performed because specified sound/DSP connection is not ready. )
SoapBoxLabs.<_LoadFile>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ line 878]
(Filename: Line: 878)
Error: Cannot create FMOD::Sound instance for resource `9, (Operation could not be performed because specified sound/DSP connection is not ready. )
SoapBoxLabs.<_LoadFile>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ line 878]
(Filename: Line: 878)
CLIP LOADED SUCCESSFULLY: (UnityEngine.AudioClip)
SoapBoxLabs.<_LoadFile>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Error: Cannot create FMOD::Sound instance for resource `9, (Operation could not be performed because specified sound/DSP connection is not ready. )
SoapBoxLabs.<_LoadFile>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
JasonAtUnity
Mar 17, 2017 08:38
@TIM-BLUENOSE , I have the same question as you, Do you find any way to solve yet?
rebelincontrol
Jan 10, 2017 18:50
@Firtina
I have posted a response on the existing forum as I feel that it is a related yet separate matter to this one.
https://forum.unity3d.com/threads/fmod-sound-instance-for-resource-error-with-asset-bundles.431456/
Thanks
firtina
Jan 05, 2017 18:42
@REBELINCONTROL yes it ( specifically: some types of audio not loading for older ios 10 devices ) has been fixed in the 5.5 release and in patches for it. This has also been confirmed by our QA. If you are continuing to have problems please upload a repro project as a new case; it could be a different issue.
rebelincontrol
Jan 03, 2017 18:59
Can anyone confirm 5.5 or any of its subsequent patches contain the fix? I upgraded after releasing an update in 5.3.x and the issue is occurring again. I've tried 5.5.0f3 and 5.5.0p2. Has anybody actually tried and tested 5.5 for this?
Thanks
firtina
Dec 12, 2016 14:40
QA has confirmed that it was indeed fixed in 5.5 as well as the other versions.
firtina
Dec 03, 2016 21:55
Looks like it may have been missed from the release notes, I will be notifying the team to get it added in there after confirming myself that it's in