Noticed that my ambient loop produces strange audio distortion when played in Studio or in-game. It is definitely not in the audio file and it is also not heard in the “sound” window preview. The second file is the same loop but with some high-pass filter and it does not have this issue. Some bug related with low frequency data? Or do I not understand something?
Here’re the files and video:
FMOD Engine forums because I can hear the same distortions during game runtime.
EDIT: I can hear them in runtime only when live update is enabled! No distortion whatsoever when it is off. In FMOD Studio I hear them always as recorded on video. Studio version 2.02.14
After restarting FMOD Studio (and Unity project, not sure if it matters in this case), I can not reproduce the issue. I’m pretty sure I tried restarting FMOD Studio upon first encountering this several hours ago and it didn’t help effect. I might be misremembering that.
Anyway it’s not a critical issue for me in these circumstances but I uploaded the project in case you want to investigate. I was able to reproduce it in Ambient → Default event and in “New Event” without folder.
Also initially problem was noticed with the file “amb_default-006” and “ambient-gameplay” is just a re-render of it in Reaper with no fx (with some silence that I accidentally added). Even if I didn’t try restarting before it was reproducible with 2 separate files that have identical wavelength.