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Unity: At scene change music drops to virtual voice

0 votes

Hello!  So I'm working on a game where the player moves around in a 'world map' scene and if he/she runs in to an enemy, it loads up a 'battle' scene.  Think pokemon when you hit a wild pokemon in a tall grass.  :)

Anyways, similarly to pokemon, the music changes on contact with the enemy and should continue to play through the scene change and loop from there.

However, on the scene change, the music track abruptly cuts out...  I looked in to the profiler and figured this out.  It seems at the scene change, the music track gets sent to a virtual voice but if I wait for it to go through one whole loop it will pop back up to being audible/normal.  Also, if I pause the Unity editor, it snaps back to a normal voice, not virtual.....

Here are screen shots from before and after the scene change.  **Note the little box between the music track and the music bus... what exactly does this number mean?  Is it a volume adjustment added by some event or state or something?

Few other things that might help:

No soundbanks are being changed during this process so that is highly unlikely to be an issue.

Have yet to see if it happens in a build.

I've swapped and tested it with other music segments and it does the same thing.

 

any help or ideas would be greatly appreciated!

 

screen cap 1 -https://drive.google.com/open?id=0BzuJQz64Dlu3SkpQVEVmU0pXQ2M

screen cap 2 - https://drive.google.com/open?id=0BzuJQz64Dlu3SXM3U01NMkhmZXc

 

-Blake

asked Sep 14, 2017 in General Discussion by Blake (420 points)

1 Answer

0 votes
Do you have your switch container set to Continuous play mode? Otherwise it will wait for the next trigger to start playing again. Can you attach a screengrab of your music switch container setup if that doesn't work?
answered Sep 14, 2017 by Beatrix Moersch (3,280 points)
Thanks for the help Beatrix!  It is in continuous play mode (unless I'm looking at the wrong thing)
https://drive.google.com/open?id=0BzuJQz64Dlu3Z2N1VzNJUjM1Ujg
Here's the master music switch container that is switching correctly to 'Overworld Battle' music playlist container.
https://drive.google.com/open?id=0BzuJQz64Dlu3Ml96WmVxZXRMbGs
Here's with 'Overworld Battle' music playlist container selected.
It plays the intro segment fine and goes in to "WorldMapBattle-core_loop" just fine but drops out to virtual when the scene changes.
Ok different things I would look at next. Transitions - do you have any custom transitions set up in the switch container that could be causing this? Another thing - you said there is a scene change. Is the previous scene getting unloaded by the engine? Is the wwise object playing the music in that previous scene? Could there be anything else scrubbing the object? Also - it would be useful if, after stopping your capture, you scrub back to the exact moment the change happens. Hopefully we see something in the capture log. Also check that the filter to see if all capture log info is on, and then maybe get rid of everything except for errors, events, switches, states, soundbanks, and maybe actions.
question about the wwise object from the previous scene: yes, the wwise object that is in the previous scene is being deleted.  However, I've noticed in most cases this doesn't stop sounds from continuing to play... I'll try and make that game object persist and see if that works I suppose?
It's definitely worth a shot. That is the kind of thing I could see causing a music drop-out.
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