Sound problem in Platform Tutorial

Hello all, this is my first post, i’m new to Unity and still in the Tutorial phase.
I downloaded the “Lerpz Escapes” 3D Platform Tutorial and followed all the steps, so far so good but with one exception: everytime i play the level, a loud, weird crackling sound plays continuously over the game sounds, as if i have dragged a looping noise sound over the main camera.
This noise only plays when i play the level, and it’s loud enough to overcome all game sounds - you still can hear respawn or pickup sound effects, but very faintly.
The noise plays continuously while playing the level, even when no sounds where added yet - i first tought it was a natural occurence in a Unity game when game sounds weren’t added yet, but after adding the ambient sound to the camera, the crackling turned out to be an obviuos bug somewhere.
The noise only stops when i disable the audio listener on the main camera - no game sounds play then, except for a initial, loud and short crackling sound that soon stops.
No Unity demo game i’ve played so far had this noise, only Lerpz platform tutorial.
Game sound resources played outside the engine plays normally, this ONLY happens when i play throught the LERPZ tutorial game… anyone knows what’s going on?
I noticed that the original unmodified level doesn’t play this noise, and if i add the ambient sound to the camera it plays smoothly, with no noise.
Thanks in advance.

Hi there!

I had the same problem. It turns out that is it actually a corrupted sound file, the RespawnActivate sound… I forget which one exactly, but it’s the third one down in the Respawn script used on the prefabs.

Want to see for yourself how bad the sound really is? Find the sound in the Inspector and click play. It’s popping scratching mess, right? Yeah. Null (no sound) every instance of it in all the scripts (all the respawns) and the main gameobject, if you dragged the script onto that for some reason.

You will be pop/scratch free! You won’t have the loop of the respawners, but you will have your sanity and your speakers won’t sound like they are about to break.

Cheers,
Seraphim

Thanks Seraphim!

You are right: is the Respawnactiveloop.aif sound file.
The noise is played continuously over all sounds if the sound file isn’t deleted - that means that the 3D platform tutorial has a BIG BUG and needs a fixing.
Unity 3D seems very new, and is understandable that some tutorials may have a few flaws, but that major noise ISN’T something that goes unnoticed - peraphs some audio drives behave differently than others with unity?
In any case, problem solved; thanks again Seraphim!

Unity is by no meaning new.
The window editor is “new” (march 09) but the tech itself has existed for years.

As for the issue: check your sound drivers should you be on windows. They should always be current on Vista / Win7 or you basically will get problems and incompatibilities among software.
The thing you describe sounds a lot like the output I’m getting through my monitor speaker (about all the time, application independent) that gets its sound from my graphic card feeded through hdmi.

For those like me who come across this thread, you can download a replacement file here:

http://forum.unity3d.com/viewtopic.php?p=239899#239899

hey there,

if anyone comes across this problem you can alternatively try to find the RespawnActiveLoop sound in the project pane and switch Audio Format to Native instead of Compressed, then click apply. As you can see the waveform will stop looking like a mess and play nicely in the game.

It looks like the native file is a 24 bit sample, whereas the compression turns it into a cropped 16 bit file, hence resulting in the clicks we hear. Does anyone know if this is a bug in the sound importer or if 24 bit samples are just not supported ? It’s a buggy solution to just crop the samples anyway. I’ve tried reporting a problem, we’ll see what happens!

http://intra.unity3d.com/fogbugz/default.asp?314595_2gtrm23e

It was a little complicated finding this place to get help, I fell on all those reaaaal scary topics where people are talking about hopeless audio glitches …

EDIT: Sorry, I skimmed too quickly over this before. I am seeing the same problem, when changing a 24-bit file to compressed, even though uncompressed is fine.

However, trying to use a 32-bit integer uncompressed file results in a terrible, unusable bit crushing effect. (Unity won’t import 32-bit float.) It gets even worse when you change to Compressed.

On the other hand, converting from 8-bit stereo to mono results in aliasing, until you change it to Compressed, which fixes it. That is seriously screwy.

If anyone could test these files out and tell me if their results match mine, I would appreciate it. I’ll log a bug after I get feedback. 32-bit mono and stereo makes no difference for me, but I left the mono file in there for you all to test.

I will say that none of these problems exist in Unity iPhone, so they screwed something up with Unity 2.5. (Although you can’t convert to mono in Unity iPhone, so I guess they just got that wrong from the get-go.)

254227–9158–$8_32_bit_integer_files_194.unitypackage (689 KB)