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Question by ClearRoseOfWar · Jan 10, 2016 at 04:07 AM · androidglitchsounds

Strange (Undesired) Audio Looping with PlayOneShot on Android Lollipop 5.1.1

Hello Community,

My Android game is nearly complete -- However I've encountered a strange glitch with lollipop 5.1.1 My younger cousin was asking to try my game (And Im glad he did)

When he began playing my game, the sounds seem to loop / play at high or low frequencies -- and they don't stop... like ever (unless you leave the app).

Originally, it was just a play(); but then I changed it to playoneshot(sound, vol); that didn't solve it. I then made a bool that catches if you've pressed the button so it really only ever plays the sound once - For sure. I've tested it on other (lower) android versions and it works just fine. So I'm thinking its a lollipop version glitch..

has anyone had this problem yet?

Thanks for your time!

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avatar image vintar · Jan 10, 2016 at 06:48 AM 0
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Is the audiosource definitely not set to loop?

avatar image ClearRoseOfWar vintar · Jan 10, 2016 at 02:49 PM 0
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100, 000, 000 %

avatar image ClearRoseOfWar ClearRoseOfWar · Jan 10, 2016 at 10:59 PM 0
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I still cant solve this, Anyone else have this bug / problem?

avatar image ClearRoseOfWar · Jan 11, 2016 at 06:03 PM 0
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Bump :) ...

avatar image epsilonhalo · Jul 17, 2021 at 12:00 AM 0
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I am targeting Android 10 and having a similar issue. Sometimes it sounds like it is getting played multiple times in succession and other times it sounds like it is getting stretched. I have double checked PlayOneShot is only getting called once and AudioClip.loop is false, as well. This issue also only occurs on the device, but works perfectly in the editor. This is the only article I found relating to this issue and this unanswered question was asked over 5 years ago. Has nobody found a solution for this?

Update: After playing around, I found out I was using Vorbis compression and decompressing all sound files in my project on load. This was apparently slowing everything down so bad that the sound files could just barely play! Changing it to ADPCM solved the problem.

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