Search Unity

  1. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Bug Error executing dspHead->setRelativeAudibility(relativeAudibility) Unity 2022

Discussion in 'Audio & Video' started by fwalker, Feb 27, 2023.

  1. fwalker

    fwalker

    Joined:
    Feb 5, 2013
    Posts:
    255
    Getting this error on WebGL Unity 2022. Any idea what this is about Audio seems to work fine.
     
  2. SeventhString

    SeventhString

    Unity Technologies

    Joined:
    Jan 12, 2023
    Posts:
    380
  3. fwalker

    fwalker

    Joined:
    Feb 5, 2013
    Posts:
    255
    Yes that looks like the same issue.
     
  4. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    same did u find a fix?
     
  5. koliy123

    koliy123

    Joined:
    Nov 7, 2022
    Posts:
    1
    same error on WebGL Unity 2022
     
  6. SeventhString

    SeventhString

    Unity Technologies

    Joined:
    Jan 12, 2023
    Posts:
    380
  7. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    Yeh im getting this in my webgl game, what version of unity fixes this or is there any workaround? i dont want to upgrade if possible.
     
  8. jkj_spillehallen

    jkj_spillehallen

    Joined:
    Aug 11, 2022
    Posts:
    3
    Getting this error in 2023.1.08b and 2023.2.3f1
    Appears after running for 10-15 minutes.
    No scene reload, all audio loaded once and never released.
     
  9. SeventhString

    SeventhString

    Unity Technologies

    Joined:
    Jan 12, 2023
    Posts:
    380
    I had started working on this, but it's currently on the backburner. This appears to be related to the number of dsp instances in the WebGL implementation, which has a hard limit. Increasing the amount of memory for this is not really a cute solution, and preventing the error with a nullptr check would not actually fix the issue. This requires a deeper investigation on a platform which is quite hard to debug :p

    In the meantime, I'd recommend you have a closer look at your audio sources management. If you're able to implement pools or some sort of AudioSource recycling, you might be able to mitigate that issue.