We have an issue where there is a single audio clip that will not play once the game is built. We’re building for standalone x64/x86 Windows and we use asset bundling.
When testing the game in the editor without using asset bundling (we have a switch written which allows us to alternate), all audio triggers work just fine and every clip plays without issue. However, when testing the game in the editor with asset bundling on, a single one of the audio clips does not play.
I’ve debugged through the logic for the audio clip in question while asset bundling is on and verified that all events/code triggers are being received correctly and the play method on the audio source is being invoked, but still no actual audio. Also no exceptions or error messages of any kind.
I’ve checked the import settings on the audio clip as well as the audio source settings for the one that plays that clip, and all match the other audio clips that are playing fine either way.
The only thing I can think of is that for some reason this one single audio clip is not getting included in the asset bundles. In this case, though, we’re not loading these assets manually anyway because the exist as references on game objects in the scene, so the single audio clip should automatically get included with the asset bundle that scene goes into and be playable, just as all the other ones that work fine are.
I’m at a total loss for how to further debug or resolve this issue. Any help would be greatly appreciated. I didn’t include any code or anything because this doesn’t appear to be a code issue. As I mentioned, I’ve verified the code executes without issue in both cases (asset bundling on or off). I’m happy to add any screenshots of whatever you may need to see to help.
Thanks!
Also, my apologies but I can’t get the markdown line break thing to work… Two spaces and then enter/return does nothing for me…