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Fixed in 5.0.X
Votes
10
Found in
4.3.3b1
Issue ID
582051
Regression
No
PlayDelayed makes a short noise on high CPU load
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JVaughan
Oct 27, 2015 21:10
Another easy to way fix either of these issues with PlayDelayed or PlayScheduled is to wrap them in an Invoked Method instead.
kyubuns
Jul 01, 2015 08:20
still in 5.1.1p1
Allicorn
May 26, 2015 23:29
Observed here, very frequently but inconsistently in 4.5.3f3 when calling PlayScheduled from a coroutine.
Skelly, thanks for the workaround suggestion - much appreciated.
skelly
Mar 20, 2015 20:37
I found a workaround at least for playscheduled. Right after you call playscheduled, call SetScheduledStartTime with the exact same value. Seems to fix this issue.
skelly
Mar 20, 2015 15:54
btw its not related to the start function. PlayScheduled has a bug in it no matter where it is called.
skelly
Mar 20, 2015 15:41
I also see this in unity5.0.0f4. its true in editor and on ios- exact same behavior. some tiny part of the sample doesnt play scheduled into the future, it plays immediately, and then the rest of the sample is playing at the scheduled time. I can provide a simple project that shows this effect very explictly.
paradizIsCool
Feb 17, 2015 13:45
Unity 4.6.2p2
paradizIsCool
Feb 17, 2015 13:44
Getting this issue when calling from ui button events
bittwist
Jul 16, 2014 09:34
I'm getting this issue too, but I'm calling it from a function that is triggered by a timed SendMessage from another script, so it's not just limited to the Start() function.
5parrowhawk
Mar 14, 2014 11:27
When called from the Start() function, PlayDelayed() and PlayScheduled() will play a short (1-frame?) segment of the audio clip immediately, then pause. At the scheduled time, playback will then resume from the point where the clip paused.
This creates unpleasant sound "glitches" and timing issues with stitching audio tracks together.
This behaviour does not seem to occur when the functions are called from the Update() function.