Search Issue Tracker
Fixed
Fixed in 2022.3.31f1, 6000.0.1f1, 7000.0.0a1
Votes
4
Found in
2022.3.10f1
2023.1.14f1
2023.2.0b10
2023.3.0a6
6000.0.0b11
Issue ID
UUM-49655
Regression
No
WebGL returns error messages when playing many sounds simultaneously
How to reproduce:
1. Open the user-attached project “webgl-sounds-test”
2. Build And Run the project on the WebGL platform
3. In the browser, click the “Play x1000” button
4. Observe the Console
Expected result: There are no errors logged into the Console
Actual result: There are a lot of “FMOD returns error code 36 (FMOD_ERR_INVALID_HANDLE) executing setRelativeAudibility” errors in the Console
Reproducible with: 2022.3.10f1, 2023.1.0a17, 2023.1.14f1, 2023.2.0b10, 2023.3.0a6
Not reproducible: 2021.3.30f1, 2023.1.0a16
Reproducible on: Windows 11 Pro
Full error:
FMOD returns error code 36 (FMOD_ERR_INVALID_HANDLE) executing setRelativeAudibility
./Modules/Audio/Public/AudioSource.cpp(1580) : Error executing dspHead->setRelativeAudibility(relativeAudibility) (An invalid object handle was used. )
Comments (1)
-
oferon
Sep 24, 2023 04:02
This bug is really annoying, and it is over a year, not sure why Unity team ignores it
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
- Warnings when warming up shaders with GraphicsStateCollection
- Color and Location fields disappear when removing gradient marker in the HDR gradient Editor (linear) window
- Create Node window appears on the top left corner of the Editor when opening window with space keyboard shortcut after selecting a Context
- HasCharacters() returns false when checking Emojis using surrogate pairs, despite characters being present in the Font Asset
- An error is thrown when building AssetBundles with DisableWriteTypeTree and StripUnityVersion flags
Resolution Note (fix version 6000.0.1f1):
This error log is caused by reaching the fixed memory limitations of the WebGL audio engine, apparently not by a code flaw. Memory pools were rebalanced to better fit the audio authoring inner workings, and superfluous log prints were removed.