We are experiencing a very loud random glitch when a specific 3D event plays in Unity. This seems to occur rarely (around 1 out of 50 times). When this bug occurs, this event (a short creature grunt sound) will trigger a 3/4 seconds noise with a RMS level of around 0dBFS (very loud).
The event has the following specifications:
It’s being called directly by the PlayOneShot() method (it is NOT assigned to an FmodStudioEventEmitter)
3D Panner with the default options, except for “Max instances” (they are set to 2) and Min&Max Distance (set to 10.0-40.0)
a first audio track that plays a multi-sound module.
1 parameter that will trigger different multi-sound modules on a second audio track, depending on its value.
We are using Fmod Studio v.1.06.02 and Unity v5.3.3f1
Thanks. In my FMOD Project, in the preferences menu, in the “Format” Tab I have it set to “5.1 Surround”. At runtime the speaker mode is stereo.
I’m trying to add that code in FMOD_StudioSystem.cs, however, it gives me an error when compiling. Can you specify exactly where this line needs to be added? From line 280 I have the following:
// Dummy flush and update to get network state
ERRCHECK(system.flushCommands());
result = system.update();
// Restart without liveupdate if there was a socket error
if (result == FMOD.RESULT.ERR_NET_SOCKET_ERROR)
{
FMOD.Studio.UnityUtil.LogWarning(“LiveUpdate disabled: socket in already in use”);
flags &= ~FMOD.Studio.INITFLAGS.LIVEUPDATE;
ERRCHECK(system.release());
ERRCHECK(FMOD.Studio.System.create(out system));
FMOD.System sys;
ERRCHECK(system.getLowLevelSystem(out sys));
result = system.initialize(1024, flags, FMOD.INITFLAGS.NORMAL, global::System.IntPtr.Zero);
ERRCHECK(result);
}
isInitialized = true;
}