# Low frequency sound audio distortion bug?

**URL:** <https://qa.fmod.com/t/low-frequency-sound-audio-distortion-bug/22614>\
**Category:** FMOD Engine\
**Created:** [February 20, 2025, 9:24pm UTC](https://qa.fmod.com/t/low-frequency-sound-audio-distortion-bug/22614 "2025-02-20T21:24:30Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![kiberptah](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/kiberptah/32/1122_2.png) [@kiberptah](https://qa.fmod.com/u/kiberptah)\
**Post date:** [February 20, 2025, 9:24pm UTC](https://qa.fmod.com/t/low-frequency-sound-audio-distortion-bug/22614/1 "2025-02-20T21:24:30Z")

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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:

> **[7.05 MB folder on MEGA](https://mega.nz/folder/Itk0xDgA#LrY9oxdJO6JfzREHGoEXnA)**
>
> 2 files

[![](https://img.youtube.com/vi/_RmlNWNrUwc/maxresdefault.jpg "Desktop 2025 02 21 00 17 53 05") ](https://www.youtube.com/watch?v=_RmlNWNrUwc)

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

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [February 21, 2025, 12:27am UTC](https://qa.fmod.com/t/low-frequency-sound-audio-distortion-bug/22614/2 "2025-02-21T00:27:41Z")

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Hi,

Thank you for the video and the files. Unfortunately, I was not able to reproduce the behavior.

What OS are you on? Would it be possible to the the project packaged with the following settings:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/4/4347926511fa7a4f11cf7648d19737836024c77c.png)  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/b31ccb943d1e721bf7173dca72cbd7e1d4698e1a.png)  
Uploaded to your [profile](https://fmod.com/profile#upload) to test on my side?

> [@kiberptah](#):
>
> I can hear them in runtime only when live update is enabled! No distortion whatsoever when it is off.

When connecting with Live Update, we pass the files from your Studio project to the game, giving more weight to the issue being in the studio project.

Thank you.

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**Author:** ![kiberptah](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/kiberptah/32/1122_2.png) [@kiberptah](https://qa.fmod.com/u/kiberptah)\
**Post date:** [February 21, 2025, 1:43am UTC](https://qa.fmod.com/t/low-frequency-sound-audio-distortion-bug/22614/3 "2025-02-21T01:43:04Z")

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Thanks for quick response. I’m using Windows 10.

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.

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**Author:** ![kiberptah](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/kiberptah/32/1122_2.png) [@kiberptah](https://qa.fmod.com/u/kiberptah)\
**Post date:** [February 21, 2025, 1:46am UTC](https://qa.fmod.com/t/low-frequency-sound-audio-distortion-bug/22614/4 "2025-02-21T01:46:01Z")

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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.

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [February 23, 2025, 11:21pm UTC](https://qa.fmod.com/t/low-frequency-sound-audio-distortion-bug/22614/5 "2025-02-23T23:21:03Z")

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Good to hear it seems to have fixed itself. I will see if I can reproduce it with your project.

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**Author:** ![NRSsoundDesign](https://avatars.discourse-cdn.com/v4/letter/n/9de053/32.png) [@NRSsoundDesign](https://qa.fmod.com/u/NRSsoundDesign)\
**Post date:** [June 30, 2026, 11:14am UTC](https://qa.fmod.com/t/low-frequency-sound-audio-distortion-bug/22614/6 "2026-06-30T11:14:22Z")

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Im getting this in my unity project when I low pass sounds, im on 2.03.12 and no amount of restarting helps, it persists through all sessions and on all sounds and loops I have. Any more information on this ? - It sounds exactly the same as in the video with noise when lowpassing or pitching sounds low. Nothing is clipping or overly saturated.

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [July 1, 2026, 2:05am UTC](https://qa.fmod.com/t/low-frequency-sound-audio-distortion-bug/22614/7 "2026-07-01T02:05:13Z")

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Hi,

Thank you for bringing this to our attention.

This is only happening in your Unity project or when auditioning in FMOD Studio as well?

Would it be possible to package you FMOD Studio project with the settings listed above and upload it to your [profile](https://fmod.com/profile#uploads)? Could I also please grab your Unity version?

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**Author:** ![NRSsoundDesign](https://avatars.discourse-cdn.com/v4/letter/n/9de053/32.png) [@NRSsoundDesign](https://qa.fmod.com/u/NRSsoundDesign)\
**Post date:** [July 1, 2026, 9:08pm UTC](https://qa.fmod.com/t/low-frequency-sound-audio-distortion-bug/22614/8 "2026-07-01T21:08:25Z")

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I found out it was an EQ where the crossover frequency on the high end was set very low - making it do this exact behaviour - The EQ I had was shared across most of the events (Im making a music game where you mix events with each other) so almost every sound was affected. I could be the same case for the original poster

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<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [July 1, 2026, 10:31pm UTC](https://qa.fmod.com/t/low-frequency-sound-audio-distortion-bug/22614/9 "2026-07-01T22:31:41Z")

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Thank you for sharing your solution
