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If I use a normal event emitter with start on create in two different scenes, it will work in both scenes on a Mac build, Windows build, in the editor, but on Android it only works in one of the two scenes and I cannot figure out why.
Some other sounds work…

There is no difference in the two objects from the two different scenes, also using the exact same audio track in FMOD.

The sound starts playing for 1 second and then simply stops.
I can see one error in my logcat logs which is:
Error setting CPU thread affinity

Once the audio randomly started working after a few minutes.

I’m testing on a One Plus 2.
Any ideas ?

  • Patric Corletto

    So some sounds started working again, and the logs say that this was triggered exactly when the battery dropped from 37% to 36%.

    Seems like as if the system is shutting down some audio/music threads randomly and then bringing them back ?

  • Patric Corletto

    So some sounds started working again, and the logs say that this was triggered exactly when the battery dropped from 37% to 36%.

    Seems like as if the system is shutting down some audio/music threads randomly and then bringing them back ?

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Hi Patric,

This is some very odd behaviour you’re experiencing.

As far as I know, there is no thread affinity for Android as it’s available for all cores. Can you post all FMOD errors logged from your logcat log? There might be something we’re missing.

Are you able to replicate this issue on any other Android device?

Thanks,
Richard

  • Patric Corletto

    Hi Richard, thanks for the reply! I’ve not created a mobile bank and we are using ogg vorbis, that’s not ideal for mobile. So I’m trying to use a more common file format, and create a separate mobile bank and see if that solves the issue. I can’t see any FMOD error that’s the thing, the audio simply doesn’t play.

    Could I email you a full log?

  • Richard Simms

    Hi Patric,

    You can send the log through to support@fmod.com and someone will take a look.

    Let me know if using a different file format in the Mobile banks helps.

    Thanks,
    Richard

  • Patric Corletto

    Unity audio does automatically compress it to the best fitting format specific to the platform. In FMOD does Unity still compress the sounds we add, or those it player exactly whatever we use in the bank ? Thanks

    I will follow up with an email asap.

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