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0 votes
Hey folks,

I'm trying to mix our game, using the Wwise soundcaster to play back sounds that are a pain to trigger multiple times in-game.

Currently the Wwise soundcaster is playing back sounds noticeably quieter than the sounds triggered in-engine (Play mode in the Unity editor).

The meters don't read any different depending on how the sound is triggered, but audibly, the Unity playback is easily 6dB greater.

This only seems to be apparently on the game scene though, on the menu scene the SFX play back at the same level.

 

I've disabled attenuation, emitter/listener automation, positioning, etc.

The in-game volume controls are on their default (max). Windows volume mixer is all maxed as it should be.

The routing shouldn't be any different in-game vs with the soundcaster, both are triggering the events (though I've tried triggering the audio source in the soundcaster with the same result).

Anyone have any ideas what could be causing this volume discrepancy between the Wwise soundcaster and Unity in-game playback?
in General Discussion by Chris E. (230 points)

1 Answer

+1 vote
 
Best answer
Hi Chris

Sounds like you may have an extra listener in your scene, which would cause a doubling in volume (aka 6db).
Perhaps you are not destroying the camera from the previous scene when loading, or perhaps an additional listener has been added by mistake?

Kind Regards
Tobias
by Tobias D. Nielsen (2.5k points)
selected by Chris E.
Spot on my man! I actually looked for a duplicate listener component when I first noticed the issue, couldn't find anything though. Turns out someone duplicated the actual camera somehow! Thanks so much for your help, I was legit stuck on this for days.
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