Hey folks! I’ve got a bug with FMOD (2.03.06) in conjunction with Dissonance in Unity 6000.0.37f1).
I’ve been speaking to @martindevans1 (developer of Dissonance) via email where he has identified:
Playback desync (XXXXms) AHEAD beyond recoverable threshold
When playback starts a timer is started. Every time the audio engine reads some audio another counter is advanced by however much time that audio represents. Desync is the difference between these two values. Obviously if the audio engine is reading audio at the correct rate they should always be in sync. “AHEAD” means that the audio engine has read more audio than it should have in the amount of elapsed time.
Buffer running dry! Offsetting sequence number back by 3
This means that 8 consecutive requests for more audio failed (because the input buffer was empty). We effectively rewind time a bit here, as a last-chance attempt to correct it.
Both of these things indicate to me that there’s something causing the audio engine to consume audio faster than real time. Since senders are only sending audio at real time rates would drain the buffer dry very rapidly.
Dissonance itself is not in control of the rate audio is consumed, it just provides audio when the audio engine requests it. So I think it’s most likely to be an external issue.
Is it possible you have some config in FMOD which is causing it to consume audio too quickly? For example a speed change or pitch shift effect?"
He suggested that I submit a forum thread on here to get support.
Any support is much appreciated.