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No, it is only available from 2023.2 and on.
@s4lt3d A fix for the memory leak warning spam has landed in 2023.2.17 and 6000.0.0b13.
Agreed, and if this is indeed the issue, a fix is in progress. Were the sounds overlapping when the automatic trigger mode was set to offset or...
No disagreement here, warning and error logs should provide useful information. And you are absolutely right, the root cause for that warning...
Hi there. I'm sorry you are hitting these issues when using the Audio Random Container. We have definitely not abandoned it. As...
PlayOneshot is currently only supported for AudioClip, but not yet AudioResource/AudioRandomContainer.
We have since added a bigger Edit Audio Random Container button in the inspector that will also open the window.
@FanStudioUK Reassigning the same mixer group to an AudioSource (from editor or API) doesn't seem to trigger the issue for me. If you have the...
@footnotesforthefuture Audio team member here. Could you provide more details on the specific scenario that causes this? I am trying to reproduce,...
Any mentions of com.unity.audio.dspgraph in Packages/manifest.json or Packages/packages-lock.json? Re: third party assets, try to add one at a...
https://issuetracker.unity3d.com/issues/unity-does-not-recognize-surround-sound-driver-capabilities-and-plays-audio-in-stereo
There seems to be a corner case we are not handling correctly, but I haven't been able to reproduce it based on the information at hand. If you...
Do you have more information on the settings of that particular audio source (player footsteps) and the other components attached to the game...
Currently, the API for exchanging data between audio and non-audio threads that will handle synchronization for you is: IAudioKernelUpdate (for...
In Unity's current audio system, all spatialization plugins in Unity are developed and maintained by 3rd parties (Google, Oculus etc.). The native...
See post here re: managed data (e.g. AudioClip) in ECS. What you would do is have a component like public class ManagedFoo : IComponentData {...
This is fixed in the latest version of DSPGraph announced above.
Awesome :) Yes, at a quick glance this seems OK from the DSPGraph side of things. However, if you want it to fit in a broader ECS context you’d...
React to game events in your game code (ECS or even monobehaviours) and then map those events to meaningful calls to the DSPCommandBlock API (e.g....