Title says it all really. After years of the mute button working including in my current project, it now doesn’t. Using Unity 2022.3.13.
I can see one post on the same subject which was related to using a certain type of asset. My fmod project is really simple, just a few sounds on actions.
Hmmm, thinking about it I did just add a background audio track. The lack of mute seems to have happened around the same time. I have two streaming audio tracks that I created timelines for as background audio. I’ve disabled playing these in game, but all other sound effects are still audible regardless of the state of the Mute button.
This is actually quite a major deal! It means all testing interrupts the audio of whatever else I’m listening to.
Any fix? Any work around to set global volume?
Edit: Okay, I also added reverb, and so had my first foray into buses and ports and stuff.
I have a Master Bus, and created a SFX Port with reverb, and a Global Port for background audio. I seems audio playing on a port doesn’t route through the master bus. I guess I don’t know what a port is, what a VCS is, nor how to set up multiple controllable audio channels!
Sorted. I see ports are for hardware audio channels that just happened to be routed through the PC audio. Converted these to groups on the Master bus and everything’s fine.