Fixed (1.20.1.5) Unpausing an AudioSource doesn't unpause.

zephyrStep

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I'm not sure if this is a VAM issue or a Unity issue but I cannot resume embedded or web clips via UnPause after they've been paused.

I tried to do this through a plugin making calls to both the AudioSourceController and AudioSource objects, and through the built in trigger system.

To reproduce.
  1. Load any scene and either add a URL audio clip to the scene, or use one of the built in embedded clips.
  2. Add an audio source atom
  3. Add a scene animation action that starts playing the audio clip through the AudioSource
  4. Add another action that pauses the clip through the AudioSource
  5. Add a final action that unpauses the clip.
  6. Click test on each action in order. The clip does not resume.
The attached scene has an animation which follows the above steps.
 

Attachments

  • pauseunpause.json
    121.6 KB · Views: 0
So I think I see what's happening.

Whenever Pause is called, the clip on AudioSource.clip gets set to null.

I think this must be happening in the internal call made by AudioSource.Pause(). I'm pretty new to C#/Unity so I don't know if I can even view the code further than that.
 
I have this fixed in upcoming 1.20.1.5 release. The Pause action was incorrectly clearing the clip on the AudioSource. While I was in there, I added a new TogglePause action as well.
 
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