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All Unity-related audio stopped working
I'm not sure what exactly happened. I tried to change the audio mixer during runtime, but suddenly all the Unity audio cut out. Now all of the Unity audio in all of my projects has stopped working. If I build into .exe's the sound still doesn't work.
When I quit play mode, there is a sudden burst of sound, so I'm sure the game isn't muted or anything like that.
This error was triggered in Unity 5.5.0f3 Personal. I'm currently using Unity 5.6.0f3 Personal, I updated to 5.6.0f3 after this error happened.
I already reinstalled Unity but nothing seems to work.
I've sent the project to a colleague to test, but it works fine on their system.
Has anyone had this problem before?
Update: There is also small sound burst whenever I interact with the audio mixer.
Check what your operating system's mixer settings are for Unity and your Unity created applications.
No, that was the first thing I checked, those are set up fine. I also know it's set up fine for sure now, because:
Update: After I created a whole new project the effect on other projects seemed to go away, not sure how or why though. It now appears to be unrelated to the mixer? Audio in new scenes also works fine and the script I use for audio settings also works fine in new scenes. It's probably a script that messes with audio settings going haywire. I'll give an update once I figure it out.
Did you find a solution? I'm currently experiencing this as well, though I'm also using the S$$anonymous$$m Audio Library.
Earlier I got this bug and it randomly fixed itself.
Answer by basklein_ · Apr 28, 2017 at 05:01 PM
It seems as if the script execution order randomly changed so that an old line of code the main programmer on our team forgot about started executing.
The line had a reference to AudioListener.Volume, which appears to be the cause of the problem. After removing that line, everything works fine.
Still not sure how it affected other projects...
So what was the old line doing that broke the audio? Also, how were you able to deter$$anonymous$$e the script execution order?
This info would be super helpful as we're trying to fix the same problem and we don't want to have to rollback our project!
It was literally just a line that said AudioListener.Volume = 1; (Yes, AudioListener). I didn't personally figure out it was related to the script execution order, but according to my programmer, that was it.
Was your problem triggered by a similar situation as $$anonymous$$e?
We also have locally saved incremental back-ups for pretty much every day we work on the project, that's how we figured out how to fix it.
I'm on the same $$anonymous$$m as @samkidd , I just tried removing any references to AudioListener.Volume and it actually fixed our problem, thank you so much!
We've been using Unity Collaborate but for some reason it would error out every time we tried to revert back to a time before this bug, so we were having a tough time figuring out the issue.
@Galiderath can you plz give me a full tutorial on how to fix this. this has really stopped all my game creations at the moment cause all my builds and projects got effected by this. It would be really appreciated because I can start making games again.
Well, as I said in my answer, I just removed all references to AudioListener.Volume from my code, restarted Unity, pressed play, and then it just worked again.
This issue popped up for me almost 2 years ago now, so I'm not sure if anything has changed since then. It might be a different issue if you're working in the latest version of Unity.
Also, make sure that you don't accidentally have Unity muted in the volume mixer of your computer.
Thx. But can you tell me how to find it and which script it is in.
Answer by MaartenB · Apr 24, 2017 at 07:49 AM
Are you sure that you have an AudioListener in your scene and if so, is it enabled?
Yes, because without alterations, the project produces sound just fine on another system.
And the sound burst when I exit play mode also shouldn't be possible then.
No, but after some more testing it appears to be another script going haywire, but the scripts I actually use to alter the audio work fine in new scenes. And totally new audiosources unaffected by those scripts also stop working when put in the original scenes. I'm going to test my suspect scripts in a new project and try to isolate the cause.