One of my audio sources, an empty game object that is used to spawn projectiles and play the projectile sound from, is assigned to the Weapons channel. The sound is triggered by PlayMaker with Play Sound (which requires an Audio Source-- the one assigned to the channel).
However, if I mute the Weapons channel, the sound still plays anyway. Even if I mute the entire Mixer, the sound still plays.
It seems Unity is failing to play the from the Audio Source’s assigned Channel with the Mixer and instead is playing it through Unity’s general sound.
Any advice for what’s going on here and how I might force the sound to play through the Audio Source’s assigned Channel?
Then it’s not using the audiosource you are giving it.
Either it’s explicitly creating a new one, or, more likely, its using a play method that creates one internally at runtime.
I figured out that PlayMaker’s ‘Play Sound’ action doesn’t use the Mixer (probably sends directly to the Audio Listener but from a point?). Anyway, I tried ‘Audio Play’ instead, and it routed through the Mixer. Yay!