Closed PercyPea2 closed 6 years ago
Thanks @PercyPea2 for reporting that - we will have a look and get back to you soon!
Did a bit more digging. Unity's 2018 beta also has the issue, but 2017.2 (non patch release) doesn't. So as anokta said here :-https://github.com/resonance-audio/resonance-audio-unity-sdk/issues/14
Seems to be a bug unity introduced.
Hi,
As you've already figured it out from #14, Unity introduced a bug in 2017.2.1 (and above) that affects, AFAIK, all the third-party audio plugins on Android. We have already contacted with Unity, and it is said to be fixed with a public patch very soon.
Will update the issue #14, once the fix is available by Unity.
Duplicate of #14
Hi all,
I'm using 1.1.1.
Although at first glance spatial audio works if you have a gameobject with a looping audioclip on an Audio Source (ie the default cube scene). If you actually via script set what clip that audio source should play, it doesn't work when built for Android (DayDream)
From LogCat I can see 'E/Unity: Audio effect Resonance Audio Renderer could not be found. Check that the project contains the correct native audio plugin libraries and that the importer settings are set up correctly.'
The same project built in 2017.1 works fine (and doesn't show that error).
I'm using the simple cube demo scene, and removing the default sound from playing, and instead adding this script to the cube to just cycle through random sounds (sounds populated in Inspector). :- using System.Collections; using System.Collections.Generic; using UnityEngine.Audio; using UnityEngine;
public class RandomSound : MonoBehaviour {
}
I will also report this bug to Unity as i'm guessing it's primarily their issue seeing as 2017.1 works (I've not yet tried 2017.2)
Thanks