Thanks for the log - I can confirm that the assert is happening erroneously, and has been scheduled for a fix.
The assert itself is benign in this case, and should only happen in non-release builds where debugging is enabled, but if you’d like to strip the assert out of your Unity logs entirely, you can modify RuntimeManager.DEBUG_CALLBACK()
to check for the assert message in the FMOD.DEBUG_FLAGS.ERROR
so it can be ignored.
See this post for an example of how to do so, in this case with a WARNING
instead of an ERROR
: Adding signal DSP causes starvation - #7 by Leah_FMOD