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Won't Fix
Votes
9
Found in
2020.3.0f2
2021.3.0f1
2022.1.0f1
2022.2.0a1
Issue ID
UUM-404
Regression
No
Large delay on SoundHandle.Instance.Destructor when disabling AudioSource
How to reproduce:
1. Open the attached project's Scene labeled "SampleScene"
2. Open the Profiler (Window->Analysis->Profiler)
3. Enter the Play Mode
4. In the Profiler Window, observe the performance
Expected result: There's no high impact on performance when disabling a single AudioSource
Actual result: There's a large delay on SoundHandle.Instance.Destructor
Reproducible with: 2018.4.31f1, 2019.4.21f1, 2020.2.3f1, 2021.1.0b4, 2021.1.0a4
Note: In Unity 2018.4.31f1, delay is on PostLateUpdate.UpdateAudio instead
Comments (6)
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Starburst999
Mar 21, 2024 14:54
For me, it was because I was alternating between two different music that had the "streaming" option enabled, using "Compressed In Memory" instead, the issue got away.
Shame again on Unity to swept a performance issue under the rug instead of addressing it... There's absolutely no good reason for this method to takes soooooo much CPU time, something's wrong.
Hoping for the "new" Unity to instead focus on fixing their product instead of pumping new features that aren't production ready for years and when it does, it perform worse than the alternative.
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lsdrambo
Jun 08, 2023 00:18
I found why it happened on our scene: a game side behaviour would call AudioSource.Stop() and then Play(), in the same function, every frame. After a few seconds (or minutes?) I could notice a framerate drop caused by SOUNDHANDLE.INSTANCE.DESTRUCTOR.
After I fixed the issue so there were no scripts who would call Stop() and Play() in the same function every frame, there were no framerate drop anymore.
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vinnygombici
Jun 06, 2023 12:01
Same bug here!
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lsdrambo
Jun 02, 2023 12:22
I have the same issue in Unity 2021.3.24f1. I play my game normally, many sounds playing and stopping, and then at one point, get a framerate drop. If I look at the profiler window, I can see that the function SOUNDHANDLE.INSTANCE.DESTRUCTOR is taking 15% to 33% of the CPU time for about 10 seconds.
If I disable all sound playing, I don't get any framerate drop at that specific point.
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Mikkel_Munch-Christiansen
Apr 21, 2023 12:17
Hi. Can you elaborate on the use case, where you see this issue? We want to understand it better:-)
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MylesLambert
Nov 26, 2021 01:04
Any response from Unity as to what can be done to avoid this? I have a case where it's taking almost 8ms (half of my frametime) to run SoundHandle.Instance.Destructor.
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Resolution Note:
Thank you for bringing this issue to our attention. Unfortunately, after careful consideration we will not be addressing your issue at this time, as we are currently committed to resolving other higher-priority issues. Our priority levels are determined by factors such as the severity and frequency of an issue and the number of users affected by it.
Our current areas of focus include processing user feedback related to the recently-delivered Audio Random Container, as well as evolving other workflows. We know each case is different, so do please continue to log any issues you find, as well as provide general feedback on our roadmap page to help us prioritize.
Roadmap: https://unity.com/roadmap/unity-platform/audio-video