Unfortunately having integrated FMOD into a WebGL project for the last few months, we’re facing the hard decision to shift back to unity built in audio.
The primary driver for this is stuttering audio experienced in WebGL browser. Similar to some other users we have issues with scene loading boundaries, as well as occasional “during play” stutters. The during play stutters due to dropped frames are difficult to eliminate (an example of this is a large addressable which gets downloaded in the background and loaded into memory, spending ~60ms on lower end devices).
Some techniques help (e.g. ducking audio between loading) with a small impact on user experience, but during play, even the odd stutter or two is enough to negatively impact the sense of interaction in a way that is less noticeable with a visual frame drop. And eliminating all the individual causes of stutters is not a guarantee as we are also constrained by some of unity’s systems.
Is there anything on the FMOD configuration level that I can leverage to try to compensate? I tried playing with DSP buffer size, but still experience stutter, am I right in thinking the max acceptable latency at 2048 is effectively 40ms of a blocked frame?
Unfortunately I feel like moving away from FMOD to built in is the most likely scenario for us right now I appreciate that FMOD is severely limited by browser capability.