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Audio Priority and Real Voice Problem
I decided to test the real voices system in unity settings to see if it works correctly. First, I lowered the Max value Real Voice to 5. Then I run a game where the location plays a large number of steps of the mobs that the player doesn't hear because of too large distances. For AudioSources RightFootAudioSource and LeftFootAudioSource, which are used to play the sounds of steps of the player set to the highest priority level than AudioSources LeftFoot and RightFoot, which are used for the steps of mobs. In addition, AudioSources player is much closer to AudioListener than AudioSources mobs, and at the same time on many frames RightFootAudioSource and LeftFootAudioSource go into a state of Virtual and sound playback stops. This is a bug?
I also noticed that in these frames, where the priority and loud(close to the audio source) audio sources are moving to virtual, they often just start to play: the Time Value for the audio clip in this frame is 0:00; That is, in the first frame the audio source is virtual, and in the next frame it is not. Therefore, at 30 frames per second, we lose about 33 milliseconds of sound at the beginning of the audio clip playback. At the hearing, it sounds like the sharp breaks in the sound.
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