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Weird new @unity3d bug I think I found. For the last few months I've had strange bugs with my builds that no one else on my team experiences. Totally clean projects will fail to build when using Build & Run, succeed when using Build, but may have crash at consistent points.
@unity3d I didn't really think much of it. They started happening on a single new platform that I was having other issues with, so I figured it was something with my dev environment for that platform that's broken.

Just started working on a new platform ... and I have the same issues.
@unity3d Both platforms error when doing Build & Run, and both errors are something deep inside Unity's c++ code, and are different errors. However, both were occurring inside sound related systems (one complained about the DSP not being available, the other that FMOD had no device).
@unity3d That got me thinking ... that has to be related, but what could I ... wait.

A few months ago I got tired of my desk speakers' headphone jack causing a lot of static. The speakers are nearly 20 years old, it's not totally surprisingly they have issues.
However the speakers themselves are fine, and I don't really want to replace them. So I switched to using the front panel headphone jack. Note, I work from home, and switch back and forth between using my speakers and headphones regularly.
I found switching between them using the system tray annoying so I bought a switcher/splitter, and used that for a while. But it was cheap and it too started getting noticeable static and frequently one ear of my headphones would go quiet.
So I looked online for another solution and I found tutorials for duplicating audio in Windows 10 via built in tools and tried that. It worked, but the delay was noticeable.

So then I find a free tool called Voicemeeter. It's great.
I can tweak the audio delays, per output volume, etc. It's perfect. I set it as my default audio out device and it's smooth sailing.

Except, it turns out, it breaks Unity's build system.
I switched Unity to use the speaker output rather than the virtual device and my build & run works, and said build doesn't have weird crashes.
TLDR: Virtual audio devices can break Unity's build system.
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