I am playing events with Studio Event Emitters that are more or less synced with an animation.
The animation itself loops after finishing as well as the played events and everything works fine when it is played in Unity.
After building it for the Oculus Go and testing it there I experience a sync issue between the animation and the sound. I preload all the samples and banks and only start the animation when everything has loaded using FMODUnity.RuntimeManager.WaitForAllLoads(); & FMODUnity.RuntimeManager.AnyBankLoading().
Because I am nearing my deadline (I have time until max. Saturday/Sunday) I don’t have time for a lot of troubleshooting as to why the delay is happening. So I adjusted the animation to fit the delay in the Oculus Go. But after several loops the animation and the audio get out of sync and deviate more and more.
Now here is my question:
Is there a way to reset the playback (beginning of the timeline) of Events played via the Event Emitter Script so that I can set a keyframe to start from the beginning of the event after each animation loop is finished?