Hi FMOD team!
We have a big problem with audio in our game. We are using Unity 2019.4.40f1 and FMOD Studio 2.00.09.
So, the problem occurs very randomly (literally no repeatability) in build (no single time in editor), and it causes all in-game SFX to get distorted and cut. Music seems to be unaffected, as well as UI in pause. Pausing (so pausing the events) or going back to main menu does not solve the problem, only restarting whole game does.
Here is the link to Google Drive with an example video, profiler session and Unity logs, all from different glitch occurrences:
Another occurrence can be found here:
It sounds like buffer is overloaded, but looking at one profiler session (uploaded in Drive link), CPU mixer does not exceed 30% and CPU update has got 40% spikes happening very rarely, in one occasion right after the glitching starts (so it might not even be connected with it). At loading times the update gets a spike to 80%.
In the attached Unity logs there can be found a buffer starvation.
What we already did:
- Increased virtual channel count to 512 and real to 128
- Substantially decreased the number of scatterer instruments in events
- Stopped using virtualization stealing completely
Ideas on what can be done:
- Update to FMOD 2.02
- Split banks to episodes/levels, as now we have everything in Master bank
- Decrease the DSP in mixer
- Decrease DSP in events (some events use limiters, all events use multiband eq bound with distance and direction to simulate the changes in timbre)
If you need any more info, please let me know. Hope we can find the solution!