So I have tried to find a solution, but I cannot seem to find the solution to this problem. I probably am missing something here, so sorry if this has already been answered or is clear in the documentation.
My issue is the following:
I have a spatializer on my event that triggers most of my UI sounds, however there are instances where I want the sound to play 2D as in stereo. However it seems that the sound is always played as a mono sound.
What am I doing wrong?
here is my setup:
this is an event with one side which triggers the spatialized sounds and the other without spatialized sounds
also regarding implementation I basically give all the parameters to a function and then set them:
please help this is very frustrating
Also all of my sounds are NOT going through the master of the event but are using sends to different buses so that I can have a flexible bussing system:
Hi,
Thank you for the information and the images.
Could I please grab your FMOD Studio version? Could I also please get you to package your project with the following settings:
then upload it to your
profile for me to test on my side?
thanks I’m currently uploading it.
we are using 2.02.19
Also I just realized I did not gave instructions but what I’m talking about only happens in-game (in-editor it plays stereo). And the sound I am talking about is in SFX\ui\lobby\ui_lobby_main_v2
And the project should be up
Apologies for the delayed response.
Thank you for the FMOD project and the reproduction steps. Unfortunately, I cannot identify the issue from the project. Would it be possible to record profiler session from the editor and in build so that we can see the difference in mixing.
Please upload the sessions to your profile with the following settings:
If you could name the sessions “Editor” and “Build” that would be much appreciated.
In the Unity settings make user the Speaker Mode
is set to the correct format: