In both our project and a fairly empty sample project, audio is never unmuted when returning from a background state (pressing the crown and then returning to the game). It seems that if we make the game bounded the audio works when returning to the game (but is not muted while in the background) so it seems to be an unbounded only issue.
Our game is a mixed reality unbounded game on PolySpatial v0.7.1.
We have also tried all the workarounds listed in this thread but haven’t really got anywhere: IN-60565 Fully immersive apps always emit audio from grey window and mutes when window is dismissed
Does anyone have any suggestions?
Thanks
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Hi there! As I just posted in that other thread you mentioned, we have a fix for this which should be available next week in Unity 2022.3.18.
I’m having the same issue with Unity 2022.3.19f1 and PolySpatial 1.1.4
I can’t release my game because of this issue. Any help appreciated.
Are you able to try 2022.3.18 and 1.0.3? It’s possible the fix has regressed, but I’m fairly sure we had the background/foreground issue resolved in that combination of versions.
As stated here No audio is heard by the player during gameplay - #7 by thorikawa1
Audio is muted until sending app to background and foreground with PolySpatial 1.1.4. So I had to downgrade the package to 1.0.3.
- Unity 2022.3.19f1 + PolySpatial 1.0.3 => works
- Unity 2022.3.20f1 + PolySpatial 1.0.3 => works
- Unity 2022.3.19f1 + PolySpatial 1.1.4 => doesn’t work
- Unity 2022.3.20f1 + PolySpatial 1.1.4 => doesn’t work
I didn’t test with Unity 2022.3.18f1.
Thanks for the info! I’m scratching my head as to how a difference in package version could cause an issue with audio. It’s all internal engine code, so I actually had assumed the downgrade to 2022.3.18f1 is what would fix it, not a difference in PolySpatial packages on the same Unity version!
This is super helpful to know. I’m still working to try and find a root cause for the issue, but I’ll let you know when I have more information.
Hey there! Over in this thread, I noticed that the project shared in that user’s bug report had a different Volume Camera Window Configuration
in the start-up scene from the one in Project Settings > PolySpatial > Default Volume Camera Window Config
. This will result in the app starting up with a volume with one configuration (the one in Project Settings) and then immediately closing that and opening a new volume with the one specified in the volume camera for the start-up scene. You don’t actually notice this because the volumes animate in and out. As far as I can tell, this fixed the issues that user was seeing. This project is using PolySpatial 1.1.4.
I am having same issue with fully immersive (metal) mode. Using Unity 2022.3.30f1 and Polyspatial 1.3.1
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