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onAudioFilterRead isn't called in pc build

Discussion in 'Editor & General Support' started by RaldesTheWhite, Apr 26, 2017.

  1. RaldesTheWhite

    RaldesTheWhite

    Joined:
    Apr 26, 2017
    Posts:
    3
    Hello,
    I created procedural sound generation (you press keys and it produce realistic flute sound). A have object witch have AudioSource and my script.

    void Start()
    {
    AudioConfiguration audioConfig = AudioSettings.GetConfiguration();
    audioConfig.speakerMode = AudioSpeakerMode.Mono;
    audioConfig.sampleRate = 44100;
    audioConfig.dspBufferSize = 1024;
    AudioSettings.Reset(audioConfig);

    if (audioSource != null)
    audioSource.Play();
    }
    void OnAudioFilterRead(float[] data, int channels)
    {
    synthesizer.GetBuffer(data);
    }

    As you can see, I use OnAudioFilterRead method. In editor is everything ok. But when I make PC build there is some bug... OnAudioFilterRead isn't called. But only sometimes. I asynchronously load scene (1st level) form menu and it works fine, then asynchronously load next level and bug will appear. Sometimes is broken both of levels.

    On other hand, I use same method in Automatic procedural generating, which play specific songs and there is everything ok (on PC build).

    Have anyone some advice? I read many posts, but none has solved my problem.