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Question by Bduinat · May 29, 2020 at 10:06 PM · triggersoundaudiosourceoculus

I've got strange sound distorsion when I trigger a sound

I've got a scene for Oculus Quest, there is ambiant sound (Wind for exemple) that works well. When I add a second audio source of a wolf played in loop, this sounds works as well, But if I define a local sound (sphere with Collider), audio source as a component, and this script attached:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class SoundTrigger : MonoBehaviour
 {
 public AudioSource source;
     
 void Start()
     { source = GetComponent<AudioSource>();  }
 
 private void OnTriggerEnter()
     {source.Play(); }
 }

The sound played is really distorded (feels like lagg, or slow down) I tried severals parameters like Compressed in Memory/Decompress on Load, etc without succes. Any idea on what could be the problem ?

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