Search Issue Tracker
Fixed in 2018.2.X
Fixed in 2018.1.X
Votes
6
Found in
2017.1.0p2
Issue ID
935547
Regression
No
[Windows] Changing Default Audio Output Device does not change audio output device in Editor and Build
The expected behavior is that when you change Default Output Device, the sound starts to play on that device. This is how all applications line Chrome, Firefox, VLC etc. work. Also, this is default behavior on macOS.
This affects both Editor and Builds.
To reproduce this issue, at least 2 Audio Output devices are needed, for example laptop (with speaker) and external monitor (with speaker).
Steps to reproduce:
1. Open attached project (Sample.zip)
2. Enter Play mode
3. Press on Speaker icon button in the Windows bottom left
4. Select different Playback device
Expected behavior: sound starts to play via selected Playback device.
Actual behavior: sound stays playing on previously selected Playback device.
Reproduced with: 2017.2.0b5 - 5.5.2p4.
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
- UI Overlay Image gets darker on each Camera when multiple Cameras are used
- Assertion failed on expression: 'scriptedImporterClass == SCRIPTING_NULL error when opening the standalone profiler window
- Disabled assets in Import Unity Package window aren't tracked but count as being selected by user
- [Windows] Crash on GetManagerFromContext when video is playing and creating High Definition 3D Projects after FMOD failed to switch back to normal output Error appeared
- GC Alloc produced when adding items to MultiColumnListView with Auto Assign Binding
Quested
Jun 16, 2021 19:12
Not fixed in Unity 2020.3.11f1 LTS either.
ecappello
Feb 25, 2020 06:06
I'm having the issue as well. This expected functionality is really a must-have for VR development. I need to be able to hear audio out of a device other than my headset (in my case my speakers) when working in the editor. And then when I run the game I need the audio to come out of my headset.
However at the moment, to change audio devices in Unity I have to:
1) Close Unity entirely
2) change my Windows default audio device to Rift Headphones
3) reboot Unity
4) load up the Project
5) open the appropriate Scene
5) play the Scene
Ideally the steps would be:
1) change my Windows default audio device to Rift Headphones
2) play the Scene
The current workflow wastes about 5 min every time I want to change audio devices in Unity. This is also the only application I know of with such a limitation that you need to restart it to change it's audio output device.
JohnHacker
Feb 05, 2020 18:35
The fix is not working on Unity 2019.1.11f1.