Hello FMOD Team,
We’re working on a VR application in Unreal and use FMOD as our audio middleware plugin of choice - first of all thank you so much for the fantastic product you’ve created! It’s been a pleasure to work with. We’ve recently noticed that a specific FMOD event we’re trying to use in our app doesn’t sound the same compared to the FMOD Studio playback, and we’re trying to figure out what’s going on in this situation. The event sound has a weird distortion happening when we play it back in Unreal (even in the editor when the game isn’t even running, when we double click and play it in the Asset Browser). The event is stereo, 2D, and built in PCM format, though the issue seems to happen in Vorbis or FADPCM as well. Also, I recently tested this in an empty Unity project to see if this was an Unreal specific issue, and it’s happening in Unity as well.
Would you happen to have any insights into what could be causing this? Here’s a video that demonstrates the issue: by showing the event playback in FMOD Studio, followed by playing back the event in the FMOD Events window in the Unity project. In case it’s helpful, I also have the test FMOD project and Unity project I was using to reproduce this issue here. The FMOD project contains the kick drum audio files that we’re observing this issue with. It seems to be a product of our sounds with some of the effects we’re adding in FMOD Studio that leads to this, but I would have still thought that the difference between what we hear in the game engine editor and FMOD Studio wouldn’t be this significant. Especially if we build the bank as PCM - I would have thought the differences would be minor. We’re on Studio and FMOD plugin version 2.00.05, and the Unity project is running on Unity 2019.2.6, though there’s nothing in the project except for the FMOD plugin and built bank. We observed this in UE4.21 and 4.23 originally. Any help would be appreciated as we’ve been trying to figure this out for the past week - thank you so much!