Audio Quality Issue on Mobile Build Only

Hello,

I have discovered an issue where a specific event sounds rough or distorted during playback. (The audio crackles.)

This issue does not occur in the Unity Editor and can only be reproduced on mobile builds. We have not yet been able to identify the cause and would appreciate any assistance in investigating the issue.

The attached video named “Rain Issue Mobile Profile” was recorded while running the game on a mobile device and connecting to it through Connect to Game using the device’s IP address.

We have also attached a video named “Rain Issue Desktop Profile”, which was recorded while running the project in the Unity Editor. The issue does not occur in the Editor environment.

Our current versions are:

  • Unity Version: 2022.3.62f3

  • FMOD Version: 2.02.25

As part of our investigation, we have already tried the following:

  • Reduced the

    audio asset length to 50 seconds

  • Changed the Buffer Size to 1024 and 2048

  • Disabled Streaming

  • Changed the Custom Encoding Setting to Vorbis and FADPCM

Any help or suggestions would be greatly appreciated.

Thank you.

Hi,

Thank you for the video recordings and the information.

There have been a number of improvements to the mobile integration, would it be possible to update to the latest 2.02 or 2.03 to see if the issue persists?

Could I please grab an screenshot of your FMOD Unity integration settings?

Would it also be possible to upload your built android and desktop banks to your profile to test on our side?

I assume you have already tried this, but have you checked the sample rate options for your mobile build? Mobile defaults to a 24kHz sample rate, and I’ve sometimes found that the decimation on this causes quality issues, especially on sounds that have a lot of high frequency content or that are having their pitch modified.

Try setting it to either Preserve Sample Rate or 48kHz to see if that has any impact — if you still want the space savings, you can then apply this as an override only to specific sounds.

I’m not sure if the sample rate conversion actually lacks an anti-aliasing step or if there’s something else at play, but it seems like a simple and obvious thing to fix, so my suspicion is that there’s a much thornier problem beneath the surface that I don’t know about.