Hi, is there any way to pause and resume a Unity Timeline FMOD Event Track? I have managed to pause the sound with playableDirector.Pause(), but when I come back from pause and use playableDirector.Resume() the audio starts from the beginning. Can you please help me? Thanks
Hi,
Testing 2.02.23 I was not able to reproduce the issue:
What version of the integration are you using? There was a known issue where events would always play from the beginning but this should have been solved in 2.02.08.
In this profiler session you can see my event instance stopping and resuming:
But in the API view you can see it setting that TimelinePosition
EventDescription::createInstance, 2099584, 2100352
EventInstance::set3DAttributes, 2100352, {{0,0,0},{0,0,0},{0,0,1},{0,1,0}}
EventInstance::setVolume, 2100352, 1
EventInstance::setTimelinePosition, 2100352, 14706
EventInstance::start, 2100352
If you record a profiler session do you see the same?
Hi Connor! I’m using version 2.01.11. Is there a fix for this version? (or a workaround) I remember trying to upgrade to 2.02 but there was a lot of manual work to do and I’m on a tight schedule.
Thanks!
Unfortunately, it was not a trivial fix and there is no workaround. We have tools to assist with the transition from 2.01 - 2.02
if that will make it easier: Unity Integration | Tools.
Apologies I cannot assist further.
Thank you Connor.