Search Issue Tracker
Fixed in 2019.3.X
Votes
0
Found in
2017.3.0p2
2017.3.0a1
Issue ID
995777
Regression
No
[Windows] Random silent frames when using a Native Audio Spatializer with an Audio Source
To reproduce:
1. Download attached project "Bug Test.zip" and open in Unity
2. Open "test" scene
3. Make sure Spatializer Plugin is set to "Pop Artifact Spatializer" in Edit > Project Settings > Audio
4. Make sure DSP Buffer Size is set to "Best Performance"
5. Enter Play mode
Expected results: You will hear that there are no silent audio frames
Actual results: You will hear that there are lots of silent audio frames
Notes:
- This issue appears only on Windows
- If you uncheck Spatialize on an Audio Source and Enter Play mode, there will be no silent audio frames
- It might be easier to just record the audio in Audacity and look for gaps.
- The Native Plugin just copies audio from input to output - a gunshot is fired roughly every 13 ms.
- More info and a link to Project is in Comments section
Reproduced on Unity 2017.3.0a1, 2017.4.0f1, 2017.4.15f1, 2018.1.9f2, 2018.2.17f1, 2018.3.0b11 and 2019.1.0a9
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
- “[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
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
Resolution Note (fix version 2019.3):
This bug should be fixed in 2019.1 alpha 13. Instead of tearing down our spatializers (and other effects) and re-initializing them every time we play a sound on an AudioSource, we track state more carefully and only execute these operations when necessary. Now, we are not tearing down effects while already playing sounds on an AudioSource, which can cause the bug reported here (if the timing is right). A work-around would be to play each spatialized sound on a different AudioSource. Or use Unity 2019.1 and beyond where this bug is fixed.