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Votes
27
Found in
2021.3.28f1
2022.3.4f1
2023.1.3f1
2023.2.0a22
Issue ID
UUM-42962
Regression
No
Prefabs with the AudioSources component don’t change the output of their AudioMixer group when instantiated using Addressables and manipulated in the Player
How to reproduce:
1. Open the "IN_46334" project
2. Press File → Build And Run
3. In the Player open the "Settings" menu
4. Mute "SOUND VOLUME" by dragging the dragbar to the left side
5. Press the "BACK" → "PLAY" buttons
6. Play the game until the ball hits bricks on the top of the Player
Expected result: no sound when the brick breaks
Actual result: sound of brick braking can be heard
Reproducible with: 2021.3.28f1, 2022.3.4f1, 2023.1.3f1, 2023.2.0a22
Reproducible on: Windows 10 Pro
Notes:
- Reproducible on Windows Standalone, WebGL, Android and iOS Platforms
- Not reproducible in the Editor
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Resolution Note:
Addressables referencing an asset which is not addressable will get a copy of this asset in the build.
See documentation here:
https://docs.unity3d.com/Manual/AssetBundles-Troubleshooting.html
So in this project, the settings menu is setting the volume of the music and sound groups on the mixer referenced by the scene. This works for the music group because the audio source playing the music is also in the scene. But the brick audio sources (which are addressable prefabs) will be playing through a copy of the mixer which is different than the mixer reference the settings menu and music audio source have.
See these forum threads for more info and how to work with mixers in addressables:
https://forum.unity.com/threads/audio-mixer-in-addressable-assets.1010263/
https://forum.unity.com/threads/multiple-audiomixer-instanced-from-addressables.836644/
https://forum.unity.com/threads/scriptableobject-asset-and-addressables.652525/#post-4432489