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Audio issues with TimelineAsset to Playable

Discussion in 'Timeline' started by kenamis, Jul 27, 2021.

  1. kenamis

    kenamis

    Joined:
    Feb 5, 2015
    Posts:
    387
    I'm creating a PlayableGraph and connecting authored TimelineAssets. I use TimelineAsset.CreatePlayable.
    If I set that playable to the source of the AudioPlayableOutput, it works fine. So like this;
    upload_2021-7-26_22-33-56.png

    But, I want to have an AudioMixer with multiple Timelines input to it. If I add an audio mixer and one or more playables created from the Timeline asset, everything says it's playing, but I hear no audio.
    Like these two examples, the last is what is my goal (I think);

    upload_2021-7-26_22-36-43.png

    upload_2021-7-26_22-37-6.png

    I've tried stripping the Timeline node from the playable that is generated from the TimelineAsset. That actually works. Audio plays, but I get spammed with FMOD errors.

    Am I going about this wrong?

    using Unity 2020.3.14f1
     

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