we are getting a problem since I implemented a FootstepManager, getting called through AnimationEvents and running on several copies of the prefab using it (around 60). The error freezes the entire Editor after about 10 seconds of the playtest but only on Macs, Windows isn’t bothered at all and when built, it also works on Mac.
This is what the log looks like:
[FMOD] OutputRingBuffer::read : Buffer starvation detected, requested 8192 bytes, 4096 / 16384 bytes available.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, StringWrapper, Int32, StringWrapper, StringWrapper) (at Assets/Plugins/FMOD/src/Runtime/RuntimeManager.cs:32)
(Filename: Assets/Plugins/FMOD/src/Runtime/RuntimeManager.cs Line: 32)
I tried suggestions from similar posts concerning “Buffer starvation”, but to no avail as I’m not really sure what’s going on. I’m using FMOD Studio 2.00.1 and Unity 2018.3.12f1.