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Votes
0
Found in
2020.3.41f1
2021.3.12f1
2022.1.20f1
2022.2.0b12
2023.1.0a15
Issue ID
UUM-17382
Regression
No
[Mobile] Audio volume isn't adjusted when using AudioMixer.SetFloat method
Reproduction steps:
1. Open the attached “IN-20106.zip“ project
2. Build and Run for Android
3. Adjust the top “Music Volume“ slider to the left side
Expected result: Music volume is lowered
Actual result: Music volume isn’t changing
Reproducible with: 2020.3.41f1, 2021.3.12f1, 2022.1.20f1, 2022.2.0b12, 2023.1.0a15
Reproducible with these devices:
Huawei - (ELS-NX9), Android 10, CPU: HiSilicon Kirin 990 5G, GPU: Mali-G76
Samsung Galaxy Z Flip3 5G (SM-F711B), Android 12, CPU: Snapdragon 888, GPU: Adreno (TM) 660
Samsung Galaxy S22 (SM-S901B), Android 12, CPU: Exynos 2200, GPU: Ltd.
VLNQA00494 - iPhone 14 Pro Max, 16.0 iOS
VLNQA00358 - iPhone 12, 14.1 iOS
VLNQA00392 - iPad (9th generation), 15.0 iOS
VLNQA00310 - iPad Pro 12.9", 13.4.1 iOS
Not reproducible with: Windows Standalone Player (Mono and IL2CPP)
Tested with: Windows 10
-
Vintecus
May 19, 2023 16:30
Seems to still be an ongoing issue as my audioMixer works in editor as well but not on android build. The work around I used was to link my sliders to the audiosources individually on my audiomanager class. The on value changed of the slider would update the audiosource volume sliders. Hope this helps
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Resolution Note:
AudioMixer.SetFloat does appear to be working as expected.
In the repro project, the problem is with the volume calculation in AudioManager.SetMusicVolume. The musicSlider is returning a negative value and then the log of that negative value is being taken, which is undefined. I think the confusion is that the results in the Editor are different than on Android, but I think this makes some sense because we are in undefined territory.