Search Issue Tracker
By Design
Votes
8
Found in
2017.4.7f1
Issue ID
1066018
Regression
No
AudioSource volume doesn't work when AudioSource is a child of gamobject with rigidbody and time scale is set to 0
If an AudioSource is a child of a Rigidbody and Time.timeScale is set to zero, the AudioSource's volume will become stuck at whatever level it was at when the time scale was changed to zero
Steps to reproduce:
1. Open attached project
2. Open "RigidbodyTimescaleAudioTest" scene
3. Hit play in the editor
4. Select the game object "AudioSource_2" (which is a child of Rigidbody game object) and in the inspector assign some value to the volume
-You should hear sound volume increasing/decreasing depending on the value
5. Click on the "Game" window to set the focus there and press the space bar to set the time scale to 0
6. Assign different volume value to "AudioSource_2"
-Sound volume does not change
Actual result: AudioSource volume is stuck at whatever level it was at when the time scale was changed to 0
Expected result: AudioSource should be able to change volume when the time scale is set to 0 regardless if its a child of a rigidbody or not
Reproduced with: 2017.4.9f1, 2018.2.1f1, 2018.3.0a7
Comments (4)
-
ilusja
Dec 03, 2020 11:49
It wasn't fixed because "By Design", it means there's nothing to fix.
-
Tortuap
Aug 09, 2020 09:34
Yup, still here in 2019.3.11f1.
Why isn't this fixed already ? -
unity2amuzo
Jan 22, 2020 09:33
Reproduced in 2019.2.17f1
-
andrewpey
Jul 11, 2019 10:53
Reproduced on 2019.1.9f1.
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
- Shader Graph Asset icon is not shown on creation unless you confirm the name
- APV Sky occlusion doesn't consider the terrain
- [iOS] "EXC_BAD_ACCESS" Player crash when Script Debugging is enabled
- Cursor skips input fields when tabbing between two sets of input fields
- "Shader error redefinition of 'Varyings'" error appears when selecting the shader
Resolution Note:
This behaviour is by design if you look at the AudioSource (and AudioListener) API:
https://docs.unity3d.com/ScriptReference/AudioSource-velocityUpdateMode.html
https://docs.unity3d.com/ScriptReference/AudioListener-velocityUpdateMode.html
If you set velocityUpdateMode = AudioVelocityUpdateMode.Dynamic on the audio source the sound will play regardless of TimeScale value.