I’m calling:
RuntimeManager.LoadBank(“bank name”, true);
And still getting this error message:
[FMOD] SoundSourceInstrumentInstance::startChannelIfReady : Loading delay exceeded, sound may play at incorrect time
UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:578)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:108)
What could cause this warning message even with bank samples preloaded?
Hi,
Assuming all sample data is loading ahead of time correctly, this warning would usually be caused by issues when creating and playing FMOD Sound objects via the Core API, either directly or when using programmer instrument callbacks. This is especially likely when playing large files that are separate from the already loaded banks.
Could I get the following info from you?
- Your Unity version
- Your FMOD for Unity plugin version
- Your FMOD Studio version
- Whether you’re directly creating and playing sounds via the Core API, or making use of programmer instruments - if you’re using programmer instruments, whether you’re playing loose files, or files from an audio table
- In FMOD for Unity’s settings, set your logging level to “Log”, enable API error logging, and share a full log from Unity where the issue occurs
Thanks for the response!
- Unity 6000.0.28f1
- FMOD Plugin 2.02.25
- FMOD Studio 2.02.25
- We’re using RuntimeManager.CreateInstance(/* guid here */); from the unity plugin to create an instance and then call .start() and .release(). These are not programmer instruments.
- Will do. I’ve attached the editor log.
Editor copy.log (418.7 KB)