Search Issue Tracker
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
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
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Variant Family window UI issues when Prefab title is long
- Player crash when switching focus in Exclusive Fullscreen mode with DirectX 12
- Too little validation messages in the "WebAssembly Language Features" Memory settings
- Project Settings Search Highlights are misaligned when using the Bitmap Text Rendering Mode
- "GetControlID at event ValidateCommand returns a controlID different from the one in Layout event" Warning is thrown when undoing the deletion of Sprite Shape Profile
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.