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Audio Play Time Inconsistent
Hey guys,
So I have a simple gun sound effect coming from a machine gun, it does its job and works fine. I am using a source that exists in my scene and playing a sound using MySource.PlayOneShot(MySound);
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However there is a very noticeable, periodic disruption in the timing no doubt related to the variations in CPU cycles. Now I am an audio engineer, and this drives me absolutely nuts.
What I would like is for the playback to be completely uniform, and would love insight as to how to achieve this in unity.
I assume that it has something to do with scaling, however I have no ideas as to how to approach it.
Have you tried setting Project Setting > Audio > DSP Buffer Size > set it to Best Latency (small buffer size)?
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