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When enabling 'spatialize' on a stopped audio source with a custom filter (OnAudioFilterRead), the FMOD graph would be reconfigured in an incorrect state, resulting in immediate audio output from the filter. The fix ensures this only happens if the audio source is playing. Correct initialisation of the graph will happen in Play(). Fixed in 2023.1.0a5
Fixed in 2022.2.0b7
Fixed in 2022.1.15f1
When enabling 'spatialize' on a stopped audio source with a custom filter (OnAudioFilterRead), the FMOD graph would be reconfigured in an incorrect state, resulting in immediate audio output from the filter. The fix ensures this only happens if the audio source is playing. Correct initialisation of the graph will happen in Play(). Fixed in 2019.4.40f1
Reproduction steps:
1. Open the attached project
2. Open the SampleScene.unity Scene, located in /Assets/Scenes folder in the Project window
3. Select the “SimpleRepro” GameObject in the Hierarchy window
4. Enter the Play Mode
5. Observe the audio
6. Disable the “Play” property under the “Audio Test” Script Component in the Inspector window
7. Observe the audio
8. Exit the Play Mode
9. Enable the “Spatialize” property under the Audio Source Component in the Inspector window
10. Observe the audio
Expected result: the “Spatialize” property on a stopped Audio Source should not cause it to output audio or call OnAudioFilterRead
Actual result: the “Spatialize” property on a stopped Audio Source causes it to output audio or call OnAudioFilterRead
Reproducible with: 2019.4.39f1, 2020.3.36f1, 2021.3.4f1, 2022.1.5f1, 2022.2.0a17, 2023.1.0a1
Reproducible on: MacOS 12.4 (21F79)
Notes:
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