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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

    This is called on a studio sound emitter, that is created in a previous seen and carried on through DontDestroyOnLoad maybe that has something to do with it… it is really weird though. Because not calling start() just unmuting works… Start works everywhere. And on mobile just sometimes, and sometimes it would just start after a few minutes out of nowhere

  • Patric Corletto

    I’ve just experienced the issue in another scene as well. Unrelated to DontDestroyOnLoad -> some sound only randomly work, or they start out of nowhere, or just simply don’t play at all.

    Are multiple regions in FMOD not fully supported on mobile ?

  • Patric Corletto

    Unfortunately this is a production blocker for us, and makes it unusable

  • Richard Simms

    Hi Patric,

    Given the complexity and urgency of your issue it would be better for you to upload your Unity project for support to take a look.

    Open your FMOD profile page (where you download FMOD Studio) and select the “Upload” tab and upload a .zip of your Unity project there.

    Thanks,
    Richard

  • Patric Corletto

    Hi Richard,

    I think the issue might be too many concurrent parallel streaming sounds. Putting all sounds to not “streaming” seems to be working on android. I read somewhere that there is a pretty low limitation of parallel streaming sound effects.

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