FMOD Errors regarding subsounds

We’re currently working on a content patch for our game and QA reported occasional FMOD errors in the logs.
We have not seen similar issues during release testing and we have not updated Unity since then (running on Unity 2021.3.25). We’re quite stumped what is happening here.

We’re using basic Unity Mixer, AudioSource and AudioClip setups with a custom wrapper-layer, but have had next to none interaction or issues with FMOD internals so far.

The errors in question:

First QA report with FMOD errors:
One occurence of

Audio clip "foo" could not be played. FMOD Error: An invalid seek position was passed to this function. 

(no further callstack)

Several occurences of

Audio clip "foo" could not be played. FMOD Error: The error occured because the sound referenced contains subsounds when it shouldn't have, or it doesn't contain subsounds when it should have.  The operation may also not be able to be performed on a parent sound, or a parent sound was played without setting up a sentence first. 
UnityEngine.AudioSource:Play() (at C:\build\output\unity\unity\Modules\Audio\Public\ScriptBindings\Audio.bindings.cs:841)

(further callstack from our voiceover playback wrapper)
The same audioclip is the cause of all errors in this report.


Second QA report

C:\build\output\unity\unity\Modules\Audio\Public\sound\SoundManager.cpp(228) : Error executing sound->getNumSubSounds(&numSubSounds) (Operation could not be performed because specified sound/DSP connection is not ready. )
Audio clip "bar" could not be played. FMOD Error: The error occured because the sound referenced contains subsounds when it shouldn't have, or it doesn't contain subsounds when it should have.  The operation may also not be able to be performed on a parent sound, or a parent sound was played without setting up a sentence first. 

(no further callstack)
This error was caused by a different audioclip in a different session on a different machine.


Does anyone have a hint at what could be causing this? Or how we could debug this further? These errors do not seem reproduceable, but only happen very rarely in random circumstances.

Hi,

Your errors appear to be with Unity’s audio system, and not with FMOD. The reason FMOD is showing up in the stack trace is that Unity’s audio system is based on an old version of FMOD. If you are in fact not using FMOD or the FMOD for Unity plugin from us, you’ll want to post this issue on the Unity forums for assistance instead of here.