I’ve got this bug where it sounds like our audio mixers reset back to 0db in a single frame when quitting (music goes to max volume), sometimes (1 in 20) and only in builds.
However, I tested and checked to see if we had any audiolisteners or audiosources in scene at the moment of quitting (after all the scenes have unloaded and it’s just the DontDestroyOnLoad scene), and there are 0, and the mixers in the Audio Controller no longer exist as well. I suspect this is something internal, or something to do with threads, because the Time scale is set to 0 while quitting, and the audio snippet that plays is a continuation of the audio that previously existed in scene (music and environment). So doing a general post here in case someone has insight into why this might be occurring.
(One suspicion that I have is that it might be caused by audio mixer snapshots that are set in game to change to over time, before closing, and when those mixers no longer exist and just before the game closes, time scale is no longer 0 or something internal and those snapshots somehow execute?)