- Home /
Why gfx emulation causes audio sync problems (ios)
Hellow,
I have an annoying issue when making ios deployements. Our concept relies strongly on animation and narration so this is really important for us.
WHAT HAPPENS: Unity seems to use openGL2.0 gfx emulation when doing ios stuff, but it seems to cause audio sync to behave wrongly. When playing my scene with animation and sound normally, that is without gfx emulation ---> success.
Anyone have a workaround for this problem? Or how can I fix this, cause it seems with ios the gfx emulation things are taken into use automatically? Thnks in advance!
Answer by MandelPrup · Feb 05, 2013 at 07:33 AM
Actually the root cause of the problem was that I had scene1 with sounds that set up to play immediately from the start. a bit silly thing that the engine did that actually it started playing those sounds automatically even the scene graphics were not yet completed. I noticed this with iPad 1st gen that the narration started playing already during the splash screens :/. I fixed this kind of problem via more heavier control on the sound launching ---> checking if the my animations that I wanted to synch was playing or not. The result was that the sound did no longer start playing "before hand".
Your answer
Follow this Question
Related Questions
Play Audio in Animation Window 0 Answers
Trying to play other objects' sound and animations from Raycast hit 1 Answer
Anima 2D: change Sprite while a animation? 0 Answers
how to make game object animation without animator visible to all players in photon pun? 2 Answers
Sync MovieTexture with animated models 0 Answers