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

Audio

-

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

  1. 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.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.