• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by baopham · Jan 14, 2016 at 12:44 PM · audioaudiosourceaudioclipmovietexture

Why does AudioSource.time return Infinity in Unity 5.3?

I have a MovieTexture file in my project, and I want to keep track with the time based on the audio time. It works fine in Unity 5.1, but when I switch to 5.3, the AudioSource.time just returns Infinity. Does anyone know what has been changed. Here is a snippet of my code. Thank you!

 public void processVideoFile(){
         GameObject.Find("Video Frame").GetComponent<RawImage> ().texture = movie as MovieTexture;
         audio =  gameObject.GetComponent<AudioSource> ();
         audio.clip = movie.audioClip;
         movie.loop = false;
         videoIsProcessed = true;
     }
 
 void LateUpdate () {
         if (videoIsProcessed) {
             if (!movie.isPlaying && !pausing) {
                 gameObject.GetComponent<LessonManagerScript>().loadVideo(gameObject.GetComponent<LessonManagerScript>().currentButton);
                 playButton.gameObject.GetComponent<Image> ().enabled = true;
             }
             if(!pausing){
             timeStamp = audio.time + timeOffSet;
             }
             Debug.Log("Audio time is: "+audio.time+" and timeStamp is: "+timeStamp);
         }
     }


Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by baopham · Jan 22, 2016 at 12:39 AM

I found a workaround it! I used a Stopwatch from System.Dianogtics to replace the audio.time.

However, this is a bug from Unity 5.3 (I'm pretty sure).

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image remi-san · Jan 31, 2016 at 11:14 PM 0
Share

I also do have that exact same bug.

Is there anyone else affected by this?

That's pretty annoying.

avatar image
0

Answer by wasam · Feb 02, 2016 at 10:44 AM

At the moment AudioClip.frequency seems to return 0 for MovieTextures.

This probably causes AudioSource.time to return "infinity".

I assume that AudioClip.frequency should return 48000 for MovieTextures, so you can create your own, corrected, version for now:

 public AudioSource audioSource;
 const int CLIP_FREQUENCY = 48000;
 
 void Update () {
     float time = audioSource.timeSamples * 1f / CLIP_FREQUENCY; 
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Audio Clip Error. 2 Answers

I want the audio to play when the player nears the object, but fade away when they walk away. 0 Answers

Audio or Music continuing to play between scenes 1 Answer

how to make the a UI slider to control Music 1 Answer

All my spectrums from GetSpectrumData are the same 0 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges