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?