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Fixed in 2021.1.X
Planned for 2019.4.X, 2020.3.X
Votes
1
Found in
2018.4
2019.3.4f1
2020.2
Issue ID
1270768
Regression
No
[WebGL] AudioSource.Update CPU usage increases overtime when playing AudioSources on Chromium browsers
Reproduction steps:
1. Open the user's attached project
2. Make a WebGL Development Build with Autoconnect Profiler enabled and run it
3. Inspect the CPU usage of "AudioSource.Update" method
4. Let the build run in browser for ~5-10mins (it can be muted)
5. Inspect the CPU usage of "AudioSource.Update" method again
Expected result: CPU usage remains relatively the same
Actual result: CPU usage increases several times (from ~0.3ms to ~3ms and more)
Reproducible with: 2018.4.26f1, 2019.4.9f1, 2020.1.4f1, 2020.2.0a21
Reproducible with Chrome (84.0.4147.135), Edge (84.0.522.63)
Does not reproduce on Firefox (79.0)
Notes:
1. Stopping and then resuming playing audio tracks do not decrease CPU usage
2. In Chrome's profiler, "_JS_Sound_SetPosition" function shows up a lot
3. On 2020.2.0a21, audio tracks cannot be heard, and Audio Voices count increases rapidly in the Profiler. After a few seconds "Autoconnected Player Ran out of virtual channels. Audio clip "pistol - Copy" will not be played." warnings start to be thrown repeatedly
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Resolution Note (fix version 2021.1):
Root cause turned out to be a performance bug in Chrome, but there is a local workaround we can apply. For more information, check out https://bugs.chromium.org/p/chromium/issues/detail?id=1133233.
Fixed in 2021.1.0a1