Search Issue Tracker
Fixed in 2021.1.X
Fixed in 2018.4.X, 2019.4.X, 2020.3.X
Votes
2
Found in
2018.4
2019.4.6f1
2020.2
Issue ID
1269783
Regression
No
[Timeline] Audio is not paused when setting Time.timeScale to 0
How to reproduce:
1. Open attached project "case1269783.zip" and scene "SampleScene"
2. Enter Play Mode
Expected result: Timeline sound is paused
Actual result: Timeline sound is not paused
Reproducible with: 2018.4.26f1, 2019.4.9f1, 2020.1.2f1, 2020.2.0a21
Reproducible with package versions: 1.2.0, 1.5.0-preview.4
Comments (1)
-
BastienDigixart
May 06, 2021 12:37
Hello!
ETA for the second bug? (2 When AudioListener.pause is set to true, the audio is still playing.)
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
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
Resolution Note (fix version 2021.1):
This bug has been split in two. There are two issues:
1) When Time.timescale is set to 0, the timeline audio is still playing
2) When AudioListener.pause is set to true, the audio is still playing.
The first bug (Time.timescale) is now fixed.
The second bug is not fixed. Logged new bug for AudioListener (bug#1313186) and rename this one (for Timescale only).