Issue with parameter initialization in FMOD 2.03.06 (Unity)

Hello,

I’m developing a game in Unity using FMOD, and after updating both the FMOD plugin and FMOD Studio to version 2.03.06, I’ve encountered an unexpected issue with parameter initialization.

It seems that event parameters are not being properly set to their default values (as defined in FMOD Studio) when the game starts. From what I can tell, they might be initializing with a different value on the first frame and then correcting themselves on the second frame. However, for parameters with seek speed enabled, this delay means it can take some time before they reach their intended default values.

As a workaround, I’ve manually set all event instances to their default parameter values upon creation. This issue was not present in version 2.02, and I haven’t made any other changes to the project apart from updating FMOD.

I wanted to report this behavior in case it’s a bug or an unintended change. I’ve tested this in a new empty project and the problem persists. Has anyone else experienced this, or is there an official fix?

Thanks!

Thanks for the bug report. I unfortunately haven’t been able to reproduce the behavior you’re describing, so to confirm:

  • Are you able to reproduce this issue in the Sandbox in Studio? Or does it only occur in Unity?
  • Are you playing the event with your own script, or with a Studio Event Emitter component? If it’s the former, could I get a snippet of the event creation code in which the issue occurs?
  • Could I get you to provide a short series of steps that reproduces the issue for you in a fresh Unity project?