One-shots become inaudible after restarting


I’m working on a game In Unity where we use FMOD. We trigger sound from Unity in 2 ways: through the FMOD event emitter, and by calling RuntimeManager.PlayOneShot on the event path.

We have a problem where when we reload the scene containing our player object, which also houses the calling code for a bunch of player related sound (walking, jumping, etc) the one-shots stop being audible. Event-emitter-based sounds work fine still.

Debugging shows that the code is still succesfully calling it, finding a corresponding GUID and then creating an instance. Even the FMOD profiler is registering the events:

Any idea what could cause this?

Are the oneshot events being attached to a game object? It might be that upon reloading a scene, the gameobject it was previously attached to is somewhere else in the game world and is too far for the listener to pick up.

@richard_simms they are fired from a gam object! The player one-shot events are fired from the player object, which is also where the StudioListener is rooted, as it’s a first person game. I double checked that there are no references to old objects, both the listener and the emitters are located on the new player.

Thank you for confirming that. Could you please check the Unity console and attach a Live Update session to the Unity game and see if any issues are reported in the Window > Console > Logging dialog in FMOD Studio?