Comments (4)
@pragmascript - We looked into this issue and think there is some issue on Unity's side. Basically, custom effects created with OnAudioReadFilter and called with PlayOneShot has different behavior depending on whether Play On Awake is checked or not on an Audio Source.
Can you try the following and see if the issue is resolved?
- Make sure that Play On Awake is not checked on the Audio Source you are calling PlayOneShot on.
- Trigger PlayOneShot and check if Steam Audio effect are applied correctly.
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@achandak I can confirm that when PlayOnAwake is unchecked it works as expected.
Thanks for the quick response
from steam-audio.
@pragmascript - Thanks for follow up. We will continue to look into what is happening when PlayOnAwake is checked. We have reported a bug with Unity for the time being.
from steam-audio.
@pragmascript - We received following feedback from Unity on the issue. According to them this behavior is by design. I am copy pasting their response below and closing this particular issue.
It is by design because when there is an AudioSource that has no clip assigned but does have a MonoBehaviour implementing OnAudioFilterRead, it will instantiate the OnAudioFilterRead as a source when the sound is started either via the "Play On Awake" flag or a regular Play() call. When “Play On Awake” is off and Play() is not called, the PlayOneShot call will instantiate the OnAudioFilterRead as an effect that filters the signal mix of the one-shot sources.
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