I don’t know honestly. I’ll repeat, I coded this with AI help, specifically to have a more proper audio system to work on like if it was a studio project, to have the pooling and control with separation of concerns. I’ll perhaps need to code something else from the ground up, knowing that in general FMOD works. Maybe I screwed up something Unity side, I dunno, I haven’t worked on this project for some time now.
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I understand. When you do refactor the system let me know if you run into any issues with FMOD. Thank you for your help investigating the issue
Alright I found some time and turned out that the fix was really simple, but I couldn’t understand what to do for a long time. I simply screwed up with the stopping logic and threading. Some slight decoupling of the callbacks, some multithreaded flags and it works. Thanks for your time Connor, I’m sorry for taking time for such stupid mistake ![]()
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No worries at all! Thank you for sharing the solution