I have a shell landing sound which triggers the same time as a gunshot which I’ve just put in an action sheet with a silence instrument for a short delay however this seems to be causing a console warning
‘[FMOD] PlaylistInstrumentInstance::startFullLengthHook : Attempting to schedule a sound in the past, this could cause inaccurate playback.’
If I rearrange the action sheet so the multi instrument is first the warning goes away, it also goes away if I have the multi in a timeline instead of an action sheet.
I’ve tried preloading the sample data on the event emitter and tried loading the banks in the scene too but still happens when using the silence instrument.
Does the warning appear in the logging tab of FMOD Studio’s console window, or only in the Unity editor?
What operating system are you using when the warning appears? I ask because there’s a known bug in the version of FMOD Studio you’re using that can sometimes cause cause this warning to appear when using MacOS. (This bug was fxed in FMOD Studio version 2.03.00.)
The warning appears in the logging tab in FMOD console too yes and I’m using windows also! I can obviously just use a timeline instead but I do like the silence instrument for randomisation etc.
I’m afraid I’m not seeing the error message anywhere when I try it here. It’s therefore likely that my test project is different to yours in some subtle but important respect. Are you able to upload a copy of an FMOD Studio project that exhibits the issue, so that we can examine it in detail?
Sure thing I’ve uploaded a copy of the project, I’ve looked for private message function to send the project but I can’t find one, how can i send to you directly?
It’s also worth noting I’m now using
Studio - 2.02.25
Unity 6.0.23f1
Still experiencing the issue, just thought I’d let you know that!
Also worth noting we’re using StudioEventEmitters across the board instead of pure code events, preloading the data on those dosn’t seem to affect anything either.