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Duplicate
Votes
3
Found in
5.2.0b3
Issue ID
713739
Regression
No
External: [WebGL][Chrome] audio not played on left channel
-e: see title, works fine on firefox
-repro:
--play scene in editor
--notice the different sound in the left and right channel
--build attached project for webgl
--run in chrome
--NOTICE the left channel doesn't play any sounds
Comments (5)
-
dradb
May 06, 2018 21:36
Audio is not playing at all in Chrome in webgl.
I added Unity's work around and now it's crashing on the first user interaction.
function _JS_Sound_Init() {
try {
window.AudioContext = window.AudioContext || window.webkitAudioContext;
WEBAudio.audioContext = new AudioContext;
var tryToResumeAudioContext = function() {
if (WEBAudio.audioContext.state === 'suspended')
WEBAudio.audioContext.resume();
else {
clearInterval(resumeInterval);
}
};
var resumeInterval = setInterval(tryToResumeAudioContext, 400);
WEBAudio.audioWebEnabled = 1;
} catch (e) {
alert("Web Audio API is not supported in this browser");
}
} -
Laur3nt1u
Jun 01, 2016 05:51
Still occurs in 5.3.5p1 and it's kinda a big problem if you want spatial blend I don't see how this is a duplicate
-
DanAmato
Dec 08, 2015 02:48
Still occurs in 5.2.3.
This was not a problem for my looping background audio, which I played with an audio source instance added to my scene. However, I had trouble with my one-shot sounds played via AudioSource.PlayClipAtPoint.
Replacing PlayClipAtPoint with transient AudioSource components and setting SpatialBlend on those to 0.0f as bryonclewis suggests helped in the majority of our cases. However, some of our quick one-shot sounds still seemed to be dropped completely.
I verified that the quick one-shot sounds were not dropped in Firefox.
I was using Chrome 47.0.2526.73 (64-bit) and Firefox 42.0
-
BryonCLewis
Sep 24, 2015 18:51
I've had this same issue, was able to resolve it by setting AudioSource.SpatialBlend to 0.0f, Hope this helps anyone looking for a short term fix.
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This is a duplicate of issue #786062