Search Issue Tracker
By Design
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
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
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
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.