Iphone sound troubles

I have one looping sound in the background, triggered from script with audio.Play();
Sometimes other sounds are played on top of that with audio.PlayOneShot(myClip);

Now almost every time this accurs the loop stops after a short while. But only on the iPhone - never in the Editor…

These are all WAV and uncompressed and all on the same AudioSource. Should I split it to use 2 AudioSources? Any idea what’s wrong? Any help or input would be very much appreciated!

just curious but which (unity iphone) build are you using?

version 1.0.1f3 (19262)

Try experimenting with different uncompressed formats (for example I remember people complaining about mono sounds and glitches on Apple devforums - Apple Developer Forums), maybe splitting sounds could help too.

In general Unity plays uncompressed sounds directly via OpenAL and not much else is happening.

hm… I now added a GUI-Label that shows all the properties of the AudioSource. Everything still runs fine in the editor, but on the iPhone every so often one of the 3 clips (that are played alternately in the background) just isn’t there.

audio.isPlaying shows false and audio.time is at 0.

the weird thing is that it changes mid-game. once file0 + file2 and file1 isn’t playing, then after a bit file2 and file1 work, yet file0 isn’t playing… it seems to be random…

could this be a problem with loading a file into the AudioSource?

I have all the AudioClips in an BuiltIn Array btw and change them using audio.clip = snd[×]; audio.Play();

Would it be worth a try to have multiple AudioSources and Start/Stop them instead of changing the audio.clip?

PS: If I never switch and just play the same file forever on, there’s no problem…

and another little test shows that if I remove everything else from the scene it works fine. could it be a memory issue?

the issue also persists when I split it into multiple AudioSources and Play() only one at a time… :frowning:

What framerate do you get in that test scene?

20-25 in the game, 30 in the demo