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Question SFX are always delayed

Discussion in 'Editor & General Support' started by Cosmology27, Jan 30, 2023.

  1. Cosmology27

    Cosmology27

    Joined:
    Jul 11, 2019
    Posts:
    61
    I've looked online and I see tons of people asking about this, but I haven't found any real answers that work. Any sound effect I play is delayed by about a tenth of a second. And no, it's not the actual sound effect itself. I've deliberately cut the entire front end off, so it starts extremely abruptly. I'm also not using any weird hardware that would cause a delay, like bluetooth stuff. In other words, the sfx are playing later than they should. Looking online I see people saying to change the "DSP Buffer Size" to "best latency". First of all, while this did somewhat decrease the lag between trigger and sfx playing, it still wasn't playing immediately. Secondly, this made my sound effects HORRIBLE, like really really bad. I have very little sound in the game so far, I just started putting in sfx a half hour ago, so I have very little in terms of sound right now, and they just sound so bad. Like the sound will get repeated for some reason, and it sounds wobbly.
    A second answer I found is using play rather than playoneshot, but then I see other people saying that doesn't help at all.
    Lots of people I see online seems to think this is just a Unity problem, and one person even showed this has been a problem for years, and they just haven't bothered fixing it. However, I see Unity games that don't have this issue, so I want to know, what can I do to fix the sound lag?
     
    Last edited: Jan 30, 2023
  2. PraetorBlue

    PraetorBlue

    Joined:
    Dec 13, 2012
    Posts:
    7,724
    Are you sure it's not your hardware setup? Some configurations can introduce latency. Are you using bluetooth speakers or a sound bar with some post processing effects or something?

    I have not personally experienced any noticeably sound delays in Unity.
     
    Cosmology27 likes this.
  3. Cosmology27

    Cosmology27

    Joined:
    Jul 11, 2019
    Posts:
    61
    Nope nothing like that (I edited my op to reflect that, because you're right I see that answer a lot). I believe I saw this same issue in the last game I was working on too, and lots of people have the issue. Maybe it's a hit or miss problem in some way?