Unity 2.02.15 AHDSR On Event Instruments Break Async/Cut Function

Hi Folks,
We’ve updated from 2.02.04 to 2.02.15 and have noticed that when using Async/Cutl/Loop, events w/ an AHDSR don’t stop when the playhead passes. The ~20sec files are compressed to 2.5 seconds on the timeline, with a random offset to provide variations. The event instances are limited to 1/none, which means that an events persists the first time it’s called and can’t be called again. The AHDSR is meant to provide a fade after the cut. Removing the AHDSR fixes the issue. The workaround is to fade using automation, but it will be some effort to find all events that use this system - there are roughly 2500 events in the project.

Best, Matt

I should add that the sound stops once the playhead passes plus the release time, even though the playhead within the instrument persists.


Unfortunately, I was unable to reproduce this behavior. Would it be possible to get a simple project that reproduces this behavior uploaded to your profile with the following options:

Please note you will have to register a project with us to be able to upload.

Hi Connor,
Thanks for the reply.

I am able to reproduce the issue by creating the project in 2.02.04 and then opening it using 2.02.15, which is our path for updating.

I’ve been told that we’re using the free Indie license, so I don’t think I can share the package via the portal. Is that correct?

Regards, Matt


Thank you for the explanation. My reproduction steps were:

  1. Create a project in 2.02.04
  2. Create an event with a single instrument
  3. Add AHDSR and Async

  4. Save the project
  5. Open the project in 2.02.15

Unfortunately, I was still unable to reproduce the issue. Please let me know if any of these steps are wrong or if I am creating the event incorrectly?

In regards to the license, you are able to register projects under any license.

Hi Connor,
Thanks for responding with those steps. The one thing that’s wrong is that the AHDSR needs to be connected to the Instrument, as opposed to the track or master, otherwise the release stage of the envelope doesn’t work.
Thanks, Matt

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Thanks for the clarification. I was able to reproduce the issue. Just to check, is the asset you are using streaming (FMOD Studio | Managing Assets - Loading Modes)? There is a known issue with streaming async instruments.

Hi Connor,
Yes, I am using streaming, as most of these events are ~10-20 seconds. As far as the known issues are concerned, I am using these events almost like one shots or short event instances. Is that bad practise? Again, it’s been working fine in 2.02.04.

Can this be reported as a bug based on our conversation, or do I need to submit it via the portal?

Thanks, Matt

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Thank you for the clarification.

This is a known issue with streaming assets that will be solved in the next release.

Yes, the Loading Mode -> Steaming should be used for longer assets like music or background ambiance as most platforms can only support a single-digit number of simultaneously playing streams. If these are short one-shot events an option may be enabling Load Bank Sample Data in the integration settings: Unity Integration | Settings - Load Bank Sample Data.

Thank you for bringing this to our attention, and if there is anything I can assist with please let me know.