I am having an issue with audio that seems to only happen in certain devices (I can only reproduce it on a Galaxy S6 Edge). At some point the audio stops working and the only way to fix it is to kill the app and restart it. I am getting this line on the log that I believe is the responsible for the issue:
I/AudioFlinger(3108): BUFFER TIMEOUT: remove(4097) from active list on thread 0x
I haven’t been able to find much info online about it, so just wondering if any of you has come across this issue before.
I’m investigating the same problem for 2 weeks now. We have several bug reports from our users about this issue. I’ve been able to reproduce it 100% on one of our Android phones at the office (Redmi note 4). In our case it happends when loading our menu scene, it happends when the scene activates i.e Awake and Start is called on all monobehaviours.
I have been trying many different solutions to get Unity not to access this buffer during the scene load. But nothing works…
Today i filed a bug report, i’ll attach the report id once i get it.
Here is my log.
01-14 16:25:46.331 727-1204/? I/AudioFlinger: BUFFER TIMEOUT: remove(4097) from active list on thread 0xf0783b80
01-14 16:25:46.333 3348-3500/? I/AppActiveChecker: uid:10177change to inactive
01-14 16:25:46.361 727-979/? V/AudioPolicyEffects: releaseOutputSessionEffects: no output processing was attached to this stream
01-14 16:25:46.361 727-979/? V/AudioPolicyManagerCustom: getNewOutputDevice() selected device 0
01-14 16:25:47.030 7369-7392/com.sozap.badmen D/Unity: System memory in use after: 274.3 MB.
Unloading 364 unused Assets to reduce memory usage. Loaded Objects now: 51076.
Total: 1822.171000 ms (FindLiveObjects: 19.537000 ms CreateObjectMapping: 5.002000 ms MarkObjects: 1792.093000 ms DeleteObjects: 5.538000 ms)
01-14 16:25:47.064 7369-7392/com.sozap.badmen I/Unity: Starting Elias - Menu music - delay:0
c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Have you received report id yet? If not, could you resubmit a new bug report? I’d like to investigate this case, but I can’t find your report related to this issue in our database.
@Tomas-Kiniulis To add some more information. I managed to “fix” this problem on our Redmi Note 4 by using SceneManager.LoadScene instead of SceneManager.LoadSceneAsync. However, users are still reporting the issue after our last update.
At the point of loading our menu scene the AudioSource is stopped.
Stop AudioSource
Load Empty scene
Load Menu Scene
BUFFER TIMOUT here, when the async operation reaches 90%. I guess the last 10% is for integrating the object on the main thread, calling Awake and Start?
Start Audio
I have tried to reproduce it in a smaller project to be able to attach it to the bug report, but unfortunately i’m not able to repro the issue.
Unfortunately they closed the case and they wont open it again until i can reproduce it in a smaller project. Right now i dont have time to chase this bug, but eventually i will need to start again. I’ll keep this thread updated with any progress i make.