Why my audio gets distorted in an Android build (Unity3D) - c#

I have a game in Unity3D, In this game I imported some audio files that are songs, I composed them in a program called Bosca Ceoil, save it as .wav, then, I imported and edited them in Audacity, as the same, saved them as .wav, and finally imported them to Unity.
The thing here is that these audios sound distorted, like if they were to loud and kind of a robotic effect.
So I turned off the Doppler effect in the Audio Source and also in the project settings.
Its a little weird because this audios only gets distorted when I build it in my Android device, in my computer, in the editor works fine.
Also, the distorted parts are only specific ones, curiosly the parts with drums dont get distorted, all the others yes do, and this is very strange because the distorted parts are not loud.

Unity does not have a built-in compressor, which means any waveforms that add up to over 1 will distort. (This will invariably happen if you are importing high-quality and/or loud clips.)
You can use the Audio Manager in Unity’s Editor to tweak the maximum Volume of all sounds played in the scene.
but if it works in the editor it could be the below
If you are experiencing issues with sound quality, volume, distortion etc and you are running Android 5.x Lollipop please try disabling 'Nuplayer' from the developer settings. This is an experimental player Google introduced to Android and is known to cause some issues.

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Unity game with post-processing works fine when I play it by myself, but when other people play it game is too bright

So, on my PC it is normal. When I try to record it, it becomes brighter on video as well as on other people's computers. I used Vignette, Bloom and Ambient Occlusion. How to make the game look the same on any device?
How it should look like
How it actually looks like

Are there browser/system security measures that can block Unity WebGL projects?

The PROBLEM
I am currently building a simple website containing Unity WebGL projects for a client. The games are working on all browsers for me, my teammates, and my producer, but one of the games does NOT work for our client (on any browser, Mac, or Windows).
All the games are embedded in a div in the exact same manner. There are no discernible differences between the build settings or output for each of the games. Unfortunately, I only have access to the Unity project for the game that is not loading for the client.
THE CLUES
While on a call with the client where he shared his problems, he specified the game in question did not load at all in Chrome (not even a rectangle appeared) and crashed in Safari (rectangle appeared first). The other games on the website loaded for him normally. Over the course of the conversation, he mentioned that he could not share his screen due to security limitations/software on his device from work. All of the games are built with 2019.4.15f1.
The only odd thing happening on my end is that the Unity logo is not appearing while the game loads as it typically does for games w/the free license.
THE QUESTION
Are there any settings or known problems within Unity for WebGL that can cause this type of issue? Due to the fact the other games work fine for him, I suspect there is some setting in my build that is causing it to trigger his security. Thank you for any and all suggestions!
Edit: We are hoping to avoid asking our client to print and share their console, just to maintain professionalism.

Unity editor frame drops on Mac

I'm trying to use Unity in a Mac but the editor drops frames all the time. It shows it's rendering 330 fps but still feels laggy and dropping frames, also enemy movement is weird (I think it´s because it's dropping frames). This doesn't happen on windows (I tried both platforms). Before I used metal, and it rendered 35 - 45 fps dropping frames too. When I switched to OpenGL it went up to 330fps. I think the problem is not performance, but incompatibility of some kind. When I play the game built for Mac it works well.
Any idea of what could it be?
Statistics using OpenGL:
Statistics using Metal:
Make sure metal is enabled in the editor (not just when you export the game).
https://docs.unity3d.com/Manual/Metal.html
in old unity version metal was not enabled by default on mac and you had to use -force-gfx-metal and start the editor with terminal command line.
If it still not working I'm not sure what you can try... maybe try also to change your screen res.
Remember that Unity editor always use more resource, if the game is working fine when you export the game you can ignore the problem.

Unity / C# - Get android audio output

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I've tried searching, and the only thing I can find is about android visualizer, which would be fine, as I don't need to record the audio, just format it into a couple of floats.
However, I have no idea how to implement visualizer as a plugin for unity to use, nor if there is any other way to get audio. People say it is the only way to get audio from android speakers, but I cannot find any aid or help as how to implement it into unity (other than people writing "make a plugin").
If visualizer cannot be implemented into Unity, is there any other way (apart from recording with the microphone) to get audio data from system output.
To clarify, I do not need to record audio, so it does not need to be high quality, I only need basic analysis from it so I can get volume and/or pitch.

Exocortex(Windows 7 Update) seems to interfere with MediaElement

I have a working program that could load and play a video file. It has a canvas over the video on which an interrupt draws events loaded from a separate text or csv file. It was all working marvelously and I have been using it for weeks, but I wanted to add fft and video analysis functionality. I added Exocortex to the project and now loaded videos don't play and loaded events don't display on the canvas.
I can't think of why this would have any effect, and it's the only change that's been made. The rest of the program appears to work normally. Does Exocortex have anything about it that might interfere with MediaElements or Canvases?
EDIT: Further investigation suggests the problem is not with Exocortex, but with the mediaelement and a recent Windows 7 Update. The solution is still evading me.
A reformatting my computer with a new install of windows 7 has fixed the problem. In other words, I have absolutely no idea what was broken and what wasn't working. Windows Media player was experiencing the same problem.

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