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In Unity, audio event immediately ends when volume set to 0 instead of playing for duration

0 votes

I've run into an issue where I have an Event with a maximum and minimum duration of approximately 115 seconds. The problem I have, is if the user has set their volume to zero, the event ends immediately, sending the AK_EndOfEvent from AkSoundEngineController. Is this expected behavior? My naive assumption is that an event would continue to run even with the volume turned off, in case the user turned their volume on.
asked Aug 27 in General Discussion by Drew C. (100 points)

1 Answer

0 votes
Did you try changing the volume of a Bus instead of your sound, I think it would behave as you'd like it to.
answered Oct 2 by N. V. (1,350 points)