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Question by Tim.Holman · Jul 28, 2011 at 08:23 PM · audiofmodsource

Audio source not playing

I am having a serious issue with audio sources. For some reason, my rain audio source will not play on awake even though I have set it up to do so. I have tried setting it up as both a 2d and 3d sound source, but neither work. I have experimented with priority and set the rain to top priority, but that didn't work. If I disable the gameobject containing the audio source then re-enable it at run time, it plays as normal. We have not been using scripts to control our audio, just the built in settings in FMOD. Has anybody had any similar issues? Any ideas on why this may be happening? I would greatly appreciate any help!

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avatar image aldonaletto · Jul 29, 2011 at 10:17 PM 0
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It looks like a problem related to the relationship between Unity and F$$anonymous$$OD. Do you really need to use F$$anonymous$$OD?

avatar image Tim.Holman · Aug 01, 2011 at 02:03 PM 0
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Yes. In fact, we were trying to implement audio from F$$anonymous$$OD Designer, but implementation proved too difficult, so we settled for the barebones version in Unity. What's the point of having a tool like F$$anonymous$$OD in Unity if you're not going to utilize it!?

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Answer by santi5655 · Jan 27, 2013 at 12:43 AM

i have the same problem, when i test the game in the unity editor it works good, but when i build the game it doesn't work. That sound is attached to a video file that i am using as a texture, but it doesn't work with any other sounds. i tried to build the game to unity web player but the same happens. i am using a script to modify the audio pitch and the mute bool. i think that can be the unity version.

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Answer by Meltdown · Jul 28, 2011 at 08:27 PM

If you select the sound in the project pane, and click the play button in the preview option, does Unity actually play the sound?

If not either somehow the asset has become corrupt and you will need to re-import it.

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avatar image Tim.Holman · Jul 29, 2011 at 09:40 PM 0
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The sound source plays just fine when I press play in the inspector. As I mentioned, it also works fine in game if I uncheck the source then check it again at runtime.

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Answer by savetruman · Jan 12, 2012 at 08:06 PM

Did you create the AudioSource in code and then set audiosource.PlayOnAwake = true?

Or did you create the AudioSource in the editor and turn on the Play On Awake checkbox?

I ask because I had an issue doing it in code, where setting PlayOnAwake to true in the Awake() function didn't work. I had to actually call the Play() function on the audio source in the Awake() function.

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avatar image thats_how_i_feel · Oct 24, 2013 at 10:19 PM 0
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That's what I was doing and I fixed it by assigning my script to the camera ins$$anonymous$$d of a different object in the scene. Hope that helps someone.

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Answer by KortaMusik · Mar 28, 2013 at 05:25 PM

Hi I'm having kind of the same problem, mine sounds on play on awake but the volume rolloff just dont work, some times it atenuates the volume but never goes to cero, and some times it just dosent do nothing.....I'ts driving me MAD please someone?

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Answer by hanpari · Jan 19, 2014 at 08:04 AM

It is not problem of audio but problem with audio driver. On start I have this message:

FMOD failed to initialize ... A call to a standard soundcard driver failed, which could possibly mean a bug in the driver or resources were missing or exhausted.

result == FMOD_OK

An invalid object handle was used.

I believe it is problem of win8 or my notebook HP Probook or both.

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