Android sound problem

Hi there, before making a posting on forums I made here http://answers.unity3d.com/questions/1076570/android-sound-problem.html. My problem is the music or sounds its sooo slow and not fluid (like a “choppy”) in my Galaxy S3 (whith android 5.1.1, also tested in same device with android 4.4.4), but in my Galaxy TAB 3 all works normally, the funny thing is that this problem is present starting from Unity version 5.2.0 (version 5.1.3 works fine). I tried FMOD too and nothing.

If anyone has any solution and forgive me if I don’t express well, my first language is not English.

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Same exact problem, still no fix.

I have the solution after several days, implement this GitHub - fadden/android-audio-bypass: Android Audio Bypass for Unity 3D … And remember, you only can test your sounds/music in real device.
With this plugin all sounds play normally and without delay.

PS: I’ll still using Unity 5.1.3… Because 5.2 have several bugs with sounds (at least in my case with my Galaxy S3)

Same problem here: Galaxy S3 audio is playing about half speed, both music and sfx… Unity 5.2

Yes, i tried the 5.2.1P4 version and the problem persists. I would love to know if they know of this problem… is very annoying.

Same problem, all audio plays half speed on a Galaxy S3 I-9300.

Just submitted a bug report (736575)

If you check the release notes for Unity 5.2, you will notice

  • Android: Audio - Enable OpenSL fast path for devices that support FEATURE_AUDIO_LOW_LATENCY

Something must be wrong with fast path on Galaxy S3. Looks like a sampling frequency mismatch. I’ll a take a look,
but please can someone provide a full bug report: with the repro project attached (the sounds and the settings may matter), device model and build name (found in Settings > About). Thanks!

736526
Really simple project that plays a single streamed sound loop. Tested on Galaxy S3 I-9300 using Slimkat 4.4 ROM.

Thanks @iivo_k , I’ll check it.

Please be advised that we support only official firmware, so it will be checked with stock SGS3.

We just tried Galaxy S3 I9300 with Android 4.3 and T-999 with Android 4.3 - no issues.
The device reports that it does not support audio fast path.

So I’m once again asking for the device model and Android version/fingerprint that reproduces the sound issues. :slight_smile:

My guess is that custom ROMs you are using are reporting that the device supports audio fast path (when actually it does not), Unity selects OpenSL output, and it ends up with sound glitches.

Once again just to be clear - we support only stock ROMs, not the custom ones.

Could be it’s because of the custom ROM. I hope the others with the same problem can tell what they’re using. Although, it’d be nice if there was some fix/workaround to this.

I replied to my bug report with the fingerprint anyway.

QA closed my bug report due to custom ROMs not being supported, so if anyone has this happen on stock, let it be known.

Could you test out android 5.0+ , that is the issue for me, still not working.

You need to post the device info if you want them to be able to do anything.

Oh, sorry, Would be nice if they can test a Tmobile Samsung Note 5 sm-n920T.

Thanks @iivo_k and @daudau505 . I’ll check on Galaxy S6 which is at hand and has similar hardware, if it works - will try to get a Note 5 to check.

Sorry, didn’t receive any notifications about those replies.

You’re right, my S3s were both using Cyanogen Mod (v4.4 and v5); lack of “custom ROM support” sounds weird to me though, especially considering that Cyanogen is now extremely popular and it’s often used as default stock ROM by some manufacturers (my OnePlus one, for example, was shipped with it).

I agree. I understand they can’t officially support every ROM, but custom ROMs are a big part of Android and not that uncommon. A fix or workaround would be quite welcome. For example:

  • Unity detecting if the fast path doesn’t work properly and thus disabling it
  • A way to disable the audio fast path from code (so it could be disabled for specific devices / ROMs or even by a user setting in case they have problems)
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We will probably allow Audio Fast Path to be explicitly disabled via Player Settings (Not from code - changing audio backend at runtime means reloading all sounds).