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Won't Fix

Votes

0

Found in

2017.4.1f1

Issue ID

1057330

Regression

No

3D AudioSource gets cut off if it is rotated y=-90, listener is a child gameobject and is rotated y=90

Audio

-

Steps to reproduce:
1. Download and open the attached project
2. Enter Play mode
3. Move camera along it's local Z axis to observe effect

Expected result: 3D spacial blending is consistent
Actual result: audio gets cut off in certain ranges

Reproduced on 2017.2.3f1, 2017.4.7f1, 2018.1.8f1, 2018.2.0f1, 2018.3.0a4

  1. Resolution Note:

    It seems that when a child listener (doesn't matter if the parent is the source) has values of it's local position set to 0 but is rotated, some very small floating point precision errors can accumulate through the rotated hierarchy when world position is calculate. Then fmod will start to see two numbers as not equal but Unity would see them as equal as the delta is smaller than the epsilon used in most calculations in the engine.
    The workaround for this case was to move the listener onto a child below the current one, and give it a tiny offset (1e-7) to suppress the noise in the higher decimal places but still give a negligible difference to the listener position.

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