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Third Party Issue

Votes

0

Found in

6000.0.53f1

6000.1.11f1

6000.2.0b9

6000.3.0a1

Issue ID

UUM-110851

Regression

No

[iOS][WebGL] Audio Clip doesn't play when Load Type is set to Decompress On Load and iOS Silent Mode is enabled

-

Steps to reproduce:
1. Open the “IN-106265” project
2. Ensure that the “Assets/App/Audio/Bgm/bgm_001” Audio Clip Load Type is set to Decompress On Load
3. Build the project for the WebGL platform and deploy it to a server
4. Enable Silent Mode on the device
5. Open the deployed build on the device's browser
6. Tap the screen where the "BGM TEST" text is displayed

Expected result: The audio plays
Actual result: The audio doesn’t play

Reproducible with: 6000.0.53f1, 6000.1.11f1, 6000.2.0b9, 6000.3.0a1

Testing environment: macOS 15.4.1 (M4 Pro), macOS 15.5 (M2 Max) (by user)
Not reproducible on: No other environment tested

Reproducible with these devices:
VLNQA00623 - iPhone 16 Plus (MXVY3QN/A), CPU: Apple A18 Pro, OS: 18.0.1
iPhone 15 Pro Max, OS: 18.5

Not reproducible with these devices:
VLNQA00526 - samsung Galaxy A12 (SM-A125F), CPU: Mediatek MT6765 Helio P35 (12nm), GPU: PowerVR Rogue GE8320, OS: 12
Pixel 8a, OS: 15 (by user)

Notes:
- Isn’t reproducible when Silent Mode is not enabled
- Doesn’t reproduce when the Load Type is set to Streaming or Compressed In Memory, but reproduces when Load Type is set to Decompressed On Load
- Use private browsing and change tabs after each build to clear the cache

  1. Resolution Note:

    This is closed as an iOS 3rd-party issue. `Decompress On Load` AudioClips are implemented with `AudioBufferSourceNode`, while `Compressed In Memory` clips are implemented `MediaElementSourceNode`. WebKit, the foundation of iOS browsers categorizes these audio sources differently, and only overrides Silent Mode for the latter.

    Refactoring Audio.js to used `MediaElementSourceNode` has been flagged as a risky change.

    To reproduce the `Decompress On Load` behavior and have them play even in Silent Mode, we suggest to set AudioClips to `Compress In Memory`, load them manually in a temporary scene and load additively the target scene.

    Documentation has been updated
    https://docs.unity3d.com/6000.3/Documentation/Manual/webgl-audio.html#decompress-audio-issues

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