Search Issue Tracker
By Design
Votes
0
Found in
2018.4
2019.4
2019.4.16f1
2020.1
2020.2
2021.1
2021.2
Issue ID
1304662
Regression
No
[WebGL] Sounds in the Build are distorted when the Audio Clip is below 0.5 second in lenght
How to reproduce:
1. Open the user's attached "ShortSoundsWebGL_2019.4.16f1" project
2. Open the Scene "SampleScene"
3. Enter the Play Mode
4. Press the "Play Sound" button and take note of the sound
5. Open the Build Settings (File->Build Settings...)
6. Make sure the Platform is set to WebGL and the "SampleScene" is in the Scenes In Build list
7. Build And Run
8. In the Build press the "Play Sound" button
Expected results: The sound in the Build is the same as in the Editor
Actual results: The sound in the Build is different than in the Editor
Reproducible with: 2018.4.30f1, 2019.4.18f1, 2020.1.17f1, 2020.2.2f1, 2021.1.0b2, 2021.1.0a1
Notes:
- Longer sounds seem to have no issues
- The issue was tested and reproduced on Chrome and Firefox
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
- [OpenGLES][XR] Zooming in on the camera's URP opaque texture causes "double vision" on Quest in OpenGLES3
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
Resolution Note:
Audio volume is very low (<5% of audio range), and consists of a faint click/snap, which is unfortunately expected to be modeled away in AAC encoding. Normalizing audio file recovers the signal.