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Question by Delidragon · Mar 14, 2018 at 02:12 PM · scripting problemaudiosoundvideoasynchronous

Sound not synchron pls help, my friend

heyho i have the problem that my audio and video isnt synchron. I have the feeling the sound start preparing after the clip started which leads to asynchron sound but i cant just make a timer which says start the video after few frames becasue when i build it on other devices the buffertime changes too pls help here my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Video;
 using UnityEngine.Playables;
 using UnityEngine.Audio;
 
 
 public class startthevideomyprecious : MonoBehaviour {
 
     //Raw Image to Show Video Images [Assign from the Editor]
     //public RawImage image;
     public string Scenecode;
 
     public AudioMixerGroup mixerGroup;
 
     //Video To Play [Assign from the Editor]
     public VideoClip videoToPlay;
 
     private VideoPlayer videoPlayer;
     private VideoSource videoSource;
 
     //Audio
     private AudioSource audioSource;
 
     // Use this for initialization
     void Start()
     {
         Application.runInBackground = true;
         StartCoroutine(playVideo());
 
         audioSource.outputAudioMixerGroup = mixerGroup;
 
         videoPlayer.loopPointReached += EndReached;
     }
         
 
     IEnumerator playVideo()
     {
         //Add VideoPlayer to the GameObject
         videoPlayer = gameObject.AddComponent<VideoPlayer> ();
 
         //Add AudioSource
         audioSource = gameObject.AddComponent<AudioSource> ();
 
         //Disable Play on Awake for both Video and Audio
         videoPlayer.playOnAwake = false;
         audioSource.playOnAwake = false;
 
         //We want to play from video clip not from url
         videoPlayer.source = VideoSource.VideoClip;
 
         //Set Audio Output to AudioSource
         videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;
 
         //Assign the Audio from Video to AudioSource to be played
         videoPlayer.EnableAudioTrack (0, true);
         videoPlayer.SetTargetAudioSource (0, audioSource);
 
         //Set video To Play then prepare Audio to prevent Buffering
         videoPlayer.clip = videoToPlay;
         videoPlayer.Prepare ();
 
         //Wait until video is prepared
         while (!videoPlayer.isPrepared) {
             Debug.Log ("Preparing Video");
             yield return null;
         }
 
         Debug.Log ("Done Preparing Video");
 
         //Assign the Texture from Video to RawImage to be displayed
         //image.texture = videoPlayer.texture;
 
         //Play Video
         videoPlayer.Play ();
 
         //Play Sound
         audioSource.Play ();
 
 
     
     }
     void EndReached(UnityEngine.Video.VideoPlayer vp)
     {
         UnityEngine.SceneManagement.SceneManager.LoadScene (Scenecode);
     }
 }

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Answer by Delidragon · Mar 15, 2018 at 09:20 AM

no ideas?

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avatar image Delidragon · Mar 15, 2018 at 10:24 AM 0
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i figured out when i delete audioSource.Play (); it still plays the audio maybe this information helps

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