The manual says you can control the volume of AudioSources, and my project uses the VideoPlayer component that plays audio through an AudioSource. Seems to not allow changes in volume using my sliders, and can’t mute/unmute either. Is this because of how I’m using the AudioSource?
I also can reset the VideoPlayer time to 0. I have another control which causes the video to jump backwards a small amount (like 0.25 seconds)…however, this causes the time to go to 0 as well, regardless of where it is in playback.
Everything works fine in the editor and in a Windows build.
Note: I put the videos in StreamingAssets in order for them to work. So because they’re from a URL versus embedded, is that also part of the issue?
I am having a similar issue with Audio on a WebGL build specifically. I can’t get any audio at all to play when everything works fine in the editor and a windows build. Really lost on how to fix it. I read the API for audio in WebGL and I’m fairly certain that I’m not using any methods that don’t work for WebGL specific builds.
I have a custom serialized class Sound that stores an audio source and lets me set the volume, looping, ect. I then have an AudioManager that initializes all of the audio sources based on the Sounds I have defined in the editor. This step happens in a preload scene. My guess is that maybe these sounds are failing to get initialized in a WebGL build, but that just doesn’t really make sense to me because the game runs perfectly fine there is just no sounds.
Sorry I’m not helping much SeeJay but hopefully this will bump the issue up.
@samuelpatriquin We have seen a recent issue with serialization that interacted with audio playback. Any chance you would be able to try out 2021.1 branch, where this issue has already been fixed? A backport request is active to 2020.2 line, but looks like has not landed there yet.
@seejayjames Try changing the audio mode of the Video from AudioSource to Direct? Does that allow controlling the audio volume?