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Audio Scene activation hangs - FMOD infinite loop

Discussion in 'Audio & Video' started by ColtonKadlecik_VitruviusVR, Feb 28, 2019.

  1. ColtonKadlecik_VitruviusVR

    ColtonKadlecik_VitruviusVR

    Joined:
    Nov 27, 2015
    Posts:
    197
    Hey All,

    Been having an issue going from a loading scene (no audio playing) to a game scene (lots of audio). The new scene loads fine (using async loading) but when trying to transition to the newly loaded scene (allowSceneActivation = true) I am getting an infinite loop and I think it has to do with Unity's FMOD implementation. This error occurs approx. 10-25% of the time. When we use visual studio to pause we can see the disassembly which looks like this:

    Disasembly3.JPG

    Stepping through the code we can see many calls to FMOD::OutputWASAPI::FeederUpdate & FMOD::Thread::callback. When the scene does not load we can see in the profiler that the audio clip count has not changed (remains 207 which are the clips attached to inventory/resource items). But when the scene does load it looks like this::

    SceneLoadedProfiler.JPG

    Here is an image of our audio manager setup in Unity 2017.1.1f1:

    AudioManager.JPG

    So far we have:
    1. Tried disabling all "Play On Awake" audio sources
    2. Change all audio clips from load in background to not
    3. Changed the audio spatializer
    4. Tried sychronous loading

    Any help would be greatly appreciated!
    Colton

    EDIT: Should also mention that each scene has its own mixer that feed into a master mixer for the entire game. Not sure if this is relevant :S
     
    Last edited: Feb 28, 2019
  2. ColtonKadlecik_VitruviusVR

    ColtonKadlecik_VitruviusVR

    Joined:
    Nov 27, 2015
    Posts:
    197
    Turns out we were looking at the wrong thread :S Turned out to be a shader compiling issue. Creating a shader variant fixed the issue for us.