Open supremevampire opened 6 years ago
Same problem in Unity 2018.2.2.f1
Similar issue with 2018. 2.7f1.
As soon as one audio source is done playing, the spatialization stops working for all sources. Easy to test by having one short and one long audio source and "PlayOnAwake". As soon as the short one is finished playing, the spatialization stops working for the long one as sound positions are stuck.
Same problem! Need fix!
+1
Hi. I discovered that if you put all the audiomixers´ "Update mode" on Unscaled time instead of normal it works.
So, good news is that we've implemented a fix in 2019.1+. On previous versions the work around will be needed. On a plus side the workaround is fairly simple. On your audio sources be sure to call source.SetSpatialize(false) after the sound is done playing and be sure to call source.SetSpatialize(true) before you play another sound through that audio source. The issue is that the Resonance may get it's audio listener coordinates from a stale audio source. So something like MySpatializedAudioSource.SetSpatialize(false) when it's finished playing a sound.
This issue is not fixed for me, all spatialisation ends up going to the right channel now instead.