Dissonance Bugs

Sure. The bug itself seems to appear after some time - but seems to be variable. I wonder if it has something to do with a player getting out of range then in range again? (As I believe the voice is virtualised when out of range…)

Simply:

  1. Load into scene (in my project, go to the WorldMap and use Unity’s Multiplayer Play Mode to create an additional instance)
  2. Then, wait for some time (or potentially go out of range and back in)
  3. Bug should appear within a couple minutes.
  4. Repeat if bug does not appear; it doesn’t always seem to happen.
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Thank you, I was able to get it running. I spent some time running in and out of range, seeing the DSP becoming virtual:


However, I was not able to reproduce the issue.

We have a second option to set the priority directly on the channel the voice is played on: FMOD Engine | Core Api Channel - Channel::Setpriority.

Could you try calling Channel.setPriority(0); after line 90 in FMODVoicePlayback.cs. I found this would keep the DSP real. Let me know if that helps at all!

Thank you again for assisting investigating this issue.