Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Audio volume to low

Discussion in 'Editor & General Support' started by pas0003, May 26, 2013.

  1. pas0003

    pas0003

    Joined:
    Mar 24, 2013
    Posts:
    18
    Hi guys,

    Just wondering if anyone has the same issue. I've got a bunch of sounds in Unity - all in .wav format, all sound nice and loud when I play them in VLC, WMP, etc but in Unity they sound awfully quiet. I've tried switching them to 2d/3d, I tried moving around audio listeners, I played around with fall off, I made sure that project settings audio volume is 1, but they still sound too quite. The most important thing is - playing them back manually from the inspector (not in-game) is also quiet, which means that it's the import/unity itself that is changing their sound volume?

    Help? :confused:
     
    Last edited: May 26, 2013
  2. renman3000

    renman3000

    Joined:
    Nov 7, 2011
    Posts:
    6,681
    I found this problem cured when I changed the default setting on each file to NOT be 3D.
     
    Diotoons likes this.
  3. pas0003

    pas0003

    Joined:
    Mar 24, 2013
    Posts:
    18
    Sadly that doesn't fix it for me.

    The issue also occurs when selecting the audio file from the project tree and playing it back manually in the Inspector - it's way quieter than playing it back outside of Unity.

    :'(
     
  4. renman3000

    renman3000

    Joined:
    Nov 7, 2011
    Posts:
    6,681
    Hm. You are sure volume is up?
     
  5. pas0003

    pas0003

    Joined:
    Mar 24, 2013
    Posts:
    18
    I'm so confused :///

    I was having that issue a few days ago. I just opened up Unity and the issue is gone - the volume in Unity is the same as volume when playing back with VLC/WMP. Does not make sense!!
     
  6. IndieForger

    IndieForger

    Joined:
    Dec 31, 2012
    Posts:
    92
    Sadly I have the same problem. Changed music to 2d from 3d and it helped a bit but sound played from outside seems to be 2 - 3 times louder. Weird.
     
  7. IndieForger

    IndieForger

    Joined:
    Dec 31, 2012
    Posts:
    92
    GUYS! Reset Unity - It DOES solve the problem.
     
  8. PAHeartBeat

    PAHeartBeat

    Joined:
    Jul 11, 2012
    Posts:
    76
    I have little diffrent issue with sounds, I have few BG sounds on our game, all BG sound are 2D, "Compressed in Memory", 128 bit and not hardware decoding. Game is universal build (iPhone+iPad).

    When I install the game in iPad sounds work perfect with proper volume as soudn artist gave, but when we install same build in iPhone 5 or iPhone 5S, sound volume descre to 20-25%.

    We have also checked it using download same audio file in both device from mail and play from librery, it's works perfect with proper volume and sound effect in iPhone 5, iPhone 5S and iPad, but it's not working good with unity in iPhone 5 and iPhone 5s.
     
  9. Ill-Fish

    Ill-Fish

    Joined:
    Aug 23, 2015
    Posts:
    21
    today I got the same problem. Sound is good on iPad and iPhone 6 but really low volume on iPhone5s.

    Any solution meanwhile? I'm using Unity5.
     
  10. ableRex_358

    ableRex_358

    Joined:
    Aug 20, 2014
    Posts:
    11
    I hit the same problem today ... iPhone6 works nicely but music is very quiet on iPhone 5s (but can be heard with headphones on without problems). This (https://github.com/cbaltzer/UnitySpeakerFix) github plugin was mentioned in another thread (http://answers.unity3d.com/questions/784230/sound-is-very-low-in-iphone55s-but-not-in-ipad.html) as a cure, but it is 2 years old, i.e. pre-Unity5. and I wonder can it still be the only solution, especially since iPhone6 works (and iPhone 6 is not iPad as in the another thread).


    Update on this:
    The tester with the iPhone5s noticed that the mute was on. Also unrelated to the mute, when listening with mic the audio output was sent to the ear-speaker-in the upper part of the phone. This is why it was quieter. I noticed this also happens on my iPhone6, but not on iPad Air2. However, maybe partly due to this, iPhones DSP from user voice works better than on iPads, so the "bug" has become useful feature.

    There is one more related Unity-bug/feature. Always when I use the Mic there is this text in the upper left corner that tells which mic it is (Mac Internal or iPhone Mic etc). I can't find where to disable this from taking screen real-estate?
     
    Last edited: Nov 24, 2015
  11. Ill-Fish

    Ill-Fish

    Joined:
    Aug 23, 2015
    Posts:
    21
    i fixed that problem in my case. I use Everyplay and to fix it I had to deactivate "prepare IOS for recording" in the playersettings. Because this activates the microphone on start of the app, then the audio will be routed through the ear speakers instead of the normal speakers.
     
  12. Jamso

    Jamso

    Joined:
    May 5, 2016
    Posts:
    10
    Very thanks Ill Fish, your post is very good, and now I hear the music of my app.

    :):):):):)
     
  13. zettime

    zettime

    Joined:
    Mar 2, 2020
    Posts:
    1
    Hey guys,
    I had the same problem and was pretty confused. At the end of the day, the problem was that at some point in the past I changed my volume mixer for Unity in windows 10 because it was too loud. I completely forgot it. Stupid mistake, but make sure that this is not your mistake either :D

    PS: This post is very old, but the first that appears on google, so i am posting this in the hope of being able to help someone
     
  14. julianmvt

    julianmvt

    Joined:
    Nov 21, 2017
    Posts:
    1
    I found a solution !!! Select your sound file and check Force To Mono and check Normalize. That is work for me !!! Cheers !!! Don't forget apply de changes.

    upload_2021-1-27_10-5-49.png
     
  15. Durium

    Durium

    Joined:
    Feb 1, 2020
    Posts:
    30
    I FOUND THE SOLUTION GUYS!!

    "Make sure that your AudioSource is near or at the same position as the GameObject with the AudioListener Component (usually on your Main Camera).

    Additionaly you could reset the Audio Source or create a new one and try it with that and under "Edit>Project Settings>Audio" you also have the general audio settings like 'Global Volume' (which should be set to 1)."

    So the main camera has the AUDIO LISTENER and that is what we want to put into our position in the code!!!

    AudioSource.PlayClipAtPoint(attackSound, mainCamera.transform.position);
     
    egekhy and AlberB like this.
  16. appdemon

    appdemon

    Joined:
    Aug 29, 2017
    Posts:
    3
    Hi Guys, had the same issue, with my project I needed to prepare iOS for recording and this routes the audio as @Ill-Fish mentioned, but there is an option to Force iOS Speakers When Recording in the player settings which did the job for me
     

    Attached Files:

  17. Deleted User

    Deleted User

    Guest

    Glad to see this issue is alive and well heh. I've been struggling with the same issue but my situation is a tad convoluted. Despite that it's frustrating when some elements of the game are what I'd consider correct or reasonable in scaled volume and others are not. I'm working on an industrial scene with some massive concrete areas and what should be insanely loud/deep alarm tones but they are weak and wimpy despite being at unity for volume. Seems like the only way to make it semi decent is way WAY over extend the Max Distance which then makes it listenable in areas it should be culled. There is a serious disparity in the volume making it really impossible to make audio scale appropriately. 9mm fired from 300 meters away...loud enough...massive booming alarm bellowing through a massive concrete structure...nearly an ASMR demo if you crank the volume enough to finally hear anything. It's like mixing a band where your faders can't be controlled outside a random number generator. Singer -40DB, Left Drum Overhead +6DB, Right Drum Overhead -34DB, CowBell -80DB (Blasphemy!), Guy who plays chimes once mid song +20DB!
     
    Last edited by a moderator: Aug 17, 2021
  18. Kaldrin

    Kaldrin

    Joined:
    Jul 10, 2018
    Posts:
    42
    So I had the same problem and it turned out it was because to record the trailer I had put the volume of the voices to almost 0 in the game's options and I forgot about that... Always remember to check the obvious.