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WebGL build spams FMOD error sometimes

Discussion in 'WebGL' started by DoomSamurai, Oct 8, 2015.

  1. DoomSamurai

    DoomSamurai

    Joined:
    Oct 10, 2012
    Posts:
    159
    Hello all. My team ran into an audio issue with a WebGL build that I can't seem to reproduce. I'm wondering if anyone has an idea about what could"ve gone wrong.

    We have some clips in the build itself but we're also using audioclips from bundles built via the pre-Unity5 pipeline. Almost all of our clips are marked as decompress on load.

    We've encountered this error which was spammed in the console every frame.

    My understanding is that FMOD is not used on WebGL builds so I'm wonderwing why there would be an FMOD error ? Anyway, any pointer on what to look out for would be appreciated, I can't seem to be able to reproduce this locally. It just happens randomly in our prod environment. Thanks all!
     
  2. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,666
    We don't use FMOD on WebGL correct. But we have a layer which emulates FMOD APIs on top of the Web Audio API, so we don't have to butcher up all our higher level audio code to support WebGL.

    The error you are seeing is probably due to using some audio functionality not supported in Unity WebGL (see http://docs.unity3d.com/Manual/webgl-audio.html for details). That said, we should have a descriptive error message for stuff we cannot support. If you can send a bug report with a small repro case, then we can take a look to see if it should either just work, or show a descriptive error.
     
  3. DoomSamurai

    DoomSamurai

    Joined:
    Oct 10, 2012
    Posts:
    159
    Hey Jonas, apparently the only feature we were using in these was the assignement of an AudioMixer to some AudioSources. I understand the AudioMixer is not supported in WebGL right now so I'll just disable it. Hopefully you guys add the support at some point in the future. Thanks for your help!