Audio disappears in Unity after Project Setting change - unity3d

I have a Audio Source linked to an Audio Listener looping some music. The problem with the audio is that I cannot hear anything. There are no error messages. I have tried muting the audio and then undoing it. I have also tried to restart Unity and adjusting the values on the Audio Source including pitch, volume, and looping, but the problem continues on. What is even more confusing is that when I started a project, the audio was working well, and then I did some adjusting on the Project Settings: Physics, the audio suddenly stopped. I do not have any code involved in the audio. When I tried to add another Audio Source and testing it to see if the Audio Source is the problem, it still creates no sound. I believe the problem lies nowhere near the Audio Source (though I might be wrong :D). Is there any other way to mute audio that I have missed? Thanks for any help.

Check that the Global Volume Setting under Project settings > Audio and that it is not set to 0. That worked for me.

Related

Make unity play high frequency audio exact like the original wav file for hearing test

I am making a unity hearing test, I already manage to do all the code to play the audios, the problem is that unity is changing the way the files are played, for eg one of the files is 18000 Hz, when I open the file and play out of unity it is imposible to me hear anything, but if I play in unity I can hear it very clearly, what can be messing with the audio?
I am keeping the original audio sample rate and my audio sourcer is with default settings, here is the code to play the audio:
void PlayAudio(AudioClip auc) {
aus.PlayOneShot(auc, 1);
}`
here is the audio source:
as you can see normal settings
Thanks for hearing me
I faced a similar problem and used this script for simple sinewave generation
For audio files I chose FMOD

Is there a way of changing playback position using AudioKit / AKPlayer?

Been scratching my head with this one, to no avail.
Am just trying to find out how to instantly change the current playback position when using the AKAudioPlayer provided by AudioKit.
player.playhead is read-only, so cant be changed.
changing player.startTime whilst the player is already playing seems to change the playback position in terms of the reported .playhead position but the actual audio being played does not change position - am I missing something here?
Obviously I can stop audio and restart at new position but a several second expensive CPU gap is not desirable for a a simple mp3 / wav file player!
Any ideas?
We've added a new player called AKPlayer which will also allow scanning through the file. The player will stream from disk by default. This player is designed to fix some of the shortcomings in AKAudioPlayer.
OK Aurelius pointed me in the right direction of a new class introduced a couple weeks ago called AKClipPlayer
Like the standard Apple AV class you can now set the .currentTime property (in seconds) (the AKAudioPlayer class did not allow this) - it seems to stop playback doing this though so don't forget to .play() your node right after - there is no glitch or pause, is seamless on an old iPhone6S

Trying to play an audio file

I'm trying to play an audio file in a cocos2d application. Here is the line which tries to play the sound:
[[SimpleAudioEngine sharedEngine] playEffect:#"pig_squeal.wav"];
If I put a log near this line, the log appears, and I can play the sound with iTunes. But when the sound should be played, there is a message displayed:
AudioStreamBasicDescription: 2 ch, 44100 Hz, 'lpcm' (0x00000C2C) 8.24-bit little-endian signed integer, deinterleaved
What's the problem?
This was discussed in comments but I've amalgamated all the possibilities of why it may not work here.:
That's not an error message, just some information.
Is the sound definitely in your library and a part of the target?
You haven't changed the volume of the SimpleAudioEngine or the volume of your device isn't all the way down?
Click the sound in your library. Press Option+Command+1 to bring up the file editor. Scroll down to "Target Membership" and ensure the sound is checked for your target.
Try a different sound effect too? Try and narrow the problem down to "is it SimpleAudioEngine".
Also try and playBackgroundMusic for a sound (This was the solution in this case)
And try an mp3
There isn't a problem. It's a status message written to the log when you initialise the current OpenAL context using alcMakeContextCurrent. As far as I'm aware, you can't get rid of the message.
There is no problems with your code for the Playing of the Sound. Please check the Sound file has been added to the project also do check the format of the sound. It should play the Sound whenever you call the Play Effect. Please also try to PRELOAD the sound effect in the init method.
that message means the song was read correctly and should be playing. possible reasons you don't hear it?
volume turned down.
device malfunctioning
audio has silence in it
audio file is large and will take a long time to load.
sound has been redirect to come out of the headphones or the ear piece (even if not attached)
But the sound is loading and most likely playing.
If you are getting a crash while running in device from xcode pls try this(worked for me). Dissconnect the device from Xcode and run the app in the device. I dont know why it worked like that. But when I did this there was no crash.

iPhone AVAudioRecorder, AudioQueueServices, how to auto record audio when sound is detected

i'm using AVAudioRecorder and AudioQueueServices to record audio from the iphone's mic but I want to auto record the sound once it is detected so theres no need to press on a record button
I've looked at a tutorial about the AVFoundation:
www.iphoneam.com/blog/index.php?title=using-the-iphone-to-record-audio-a-guide&more=1&c=1&tb=1&pb=1
and also a tutorial that explains how the iphone mic can detect sound levels, i've tried adding the two tutorials together but i cant get the code to work at all
Can't figure out what to do and i'm not sure if i'm taking the wrong approach
Any advice?
Thanks
Check out this tutorial: http://mobileorchard.com/tutorial-detecting-when-a-user-blows-into-the-mic/
I got something similar working using the above tutorial. I have one AVAudioRecorder monitoring the mic's volume and another that records the mic's input when a certain threshold is reached.

Cannot play a recorded sound on device

I'm using the exact code from the iPhone Application Programming Guide Multimedia Support to use AVAudioRecorder to record a file to the disk and then AVAudioPlayer to load and play that file.
This is working fine in the simulator but is not working on the device. The file gets loaded (we can see the NSTimeInterval) but does not play (play returns false).
After it didn't work with the sample code from the website, we tried changing to a bunch of different codecs with no success. And of course, the sound is on.
Thanks a bunch.
SOLVED!
The problem was that after you set the AVAudioSession category to Record for recording, you have to set it to Play for playing. Sounds obvious now but you know how it is. When you use the Simulator it uses a different underlying implementation so this problem does not show up.