Using Unity 2021.3.20fq and FMOD 2.02.13
In my game, I have a dust devil that randomly roams around the levels, and has a windy sound effect that goes with it. This sound effect is only generated by an FMOD emitter attached to the dust devil GameObject - I have no references to this particular FMOD event anywhere else in any scripts.
In the editor, it works as expected, but when I exported the game to a build…for some reason the sound effect is generated at the Player start point. It does not follow the player around, so if the player moves away from that start point it fades, and then gets louder if the player returns. I’ve also confirmed that the sound effect is also emitting from the actual dust devil, as it should. Weirder still, if you return to the main menu, the event is still playing, even though the dust devil (and its emitter) were destroyed on exiting the game.
Since the event is only being triggered by the emitter, and not by script, not sure how to go about figuring out what’s happening in the build to trigger this event that isn’t happening in the Unity editor…any ideas???