Hello!
First of all, I’m using Unity 6000.2.13f1 and FMOD 2.02.31 and integration 2.02.32.
A quick question: what would be the best strategy to “persist” a oneshot sound across scenes?
In my game I can open doors and go up/down stairs to go to other scenes. Both these doors and stairs objects have a FMODStudioEventEmitter component attached to them, so when the player interacts with it, I play the desired sound event. However, I’d like to keep playing the sound across scenes, so when the new scene loads, the event is playing until it finishes.
Both events are Action 2D, however:
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The door sound event have an open and a close sound that play in a consecutive way.
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The stair sound event is a multi instrument, where I’m randomizing n sounds and playing it m times.
What I noticed is that the stair event sometimes stutter in Unity, like it play 3 times and then the last one with a bit of a delay (and in FMOD, when I hit the play button, sometimes it plays faster and sometimes a little bit slower
).
Also, I’m always getting the log warning [FMOD] SoundSourceInstrumentInstance::startChannelIfReady : Loading delay exceeded, sound may play at incorrect time when dealing with both events.
Any ideas what I might be doing wrong? I read somewhere that it might be related to the fact that the sounds aren’t fully loaded and I’m trying to play it. I followed some instructions (such as marking ‘Preload Sample Data’ or ‘Load Banks’ set to ‘All’ in FMOD Settings inside Unity) but I’m still facing the same problem.