|
||||||
Hello Richard,
Thank you for reaching out to us.
I work with William and will be assisting you on this. I've tried the apk as well as the steps you mentioned, and I wasn't able to replicate the odd music you mentioned on this thread. With that being said, could you please provide a sample app with your implementation that can replicate this behaviour, so that we can further check your implementation as well? You can send it via Reply privately to author option or send it directly to mobileads...@gmail.com. Kindly inform us on this thread if you sent it directly to the email provided.
On the other hand, I've deleted your post as it contains private information. Kindly refer to the copies post with scrubbed information below.
Regards,
|
||||||
Hi William,
Thanks a lot for this. I'm having more difficulty replicating it today which, along with the probabilistic nature of the event and the fact it is always the same music track is making me think it occurs only when a particular advert (an ad containing the music) on your network is requested and loaded pending delivery. My current thinking is that this advert and only this advert somehow causes its music file to play at the moment it is requested, while other adverts do not, until they are delivered.
So firstly, our implementation involves a script on a GameObject in the main scene that calls this on Start() which fires up every time the scene loads.
private void InitInterstitial()
// The interstitial advert object is initialized.
{ string adUnitId = "ca-app-pub-xxxxxxxxxxxxxxxxxxx/xxxxxxxxxxxxx";
interstitial = new InterstitialAd(adUnitId);
interstitial.OnAdClosed += HandleInterstitialClosed;
interstitial.OnAdLoaded += HandleInterstitialLoaded;
interstitial.OnAdFailedToLoad += HandleInterstitialFailedToLoad;
RequestNewInterstitial();}
private void RequestNewInterstitial()
// A new interstitial advert is started loading.
{ interstitial.LoadAd(CreateAdRequest());}
private AdRequest CreateAdRequest()
// Returns an ad request with custom ad targeting.
{ return new AdRequest.Builder().Build();}
It is later on that we may or may not deliver the advert:
private void ShowInterstitial()
// Provided that a new interstitial advert has been loaded, the advert is displayed.
{ if (interstitial.IsLoaded())
{ interstitial.Show();}}
As Unity destroys all objects and repopulates them upon exiting and re-entering a scene, re-executing all Start() functions, it is possible for an existing advert to be loaded but not delivered, and a new one to be loaded on top of it by repeating the InitInterstitial() function above. I wonder if that is what we are doing wrong and need to set this up as a singleton with UnityEngine.Object.DontDestroyOnLoad() so that the GameObject is not destroyed upon switching scenes and only ever initializes once?
Due to the increasing rarity with which we are reproducing this, and the possibility that you might not at all if you are targeted with different adverts if this truly is advert-specific (as it's always the same music), I'm not sure how much patience you guys will have, but you are welcome to download the problematic .apk from here (65mb):
https://superpea.com/Superpea/Files/APKs/PetalFarm.apk
At the "Login Screen" (button on the left as app opens) just log in with:
Username: xxxxxx
Pass: xxxxxxx
Then enter the following cycle:
close friend-window----> press "Continue" ---> close popups -----> press menu button in bottom left corner ----> press "Save&Exit"
Repeatedly to transition between the Menu Scene and the Main Level scene where adverts are being repeatedly initialized until this music bug is triggered. Like I say we're currently looking at a 3% or so chance of reproducing it each time you enter the main scene.
I've never used Charles logs before but I will try to get on the case now if I don't hear anything from you regarding the singleton approach above and whether our implementation may predict this type of behaviour as undelivered ads are potentially overridden by new requests (this would be a rare event with normal use).
Many thanks,
Richard
Hi Pamela,
I have sent an update to the email address you provided. This
includes the entire Unity project, and links to a simpler .apk
file which reproduces this in only one scene along with another
video of that .apk demonstrating the behaviour. Please let me know
if you have received this or would like me to repeat any of the
information provided there in this thread. I think you have an
issue with an ad on your network which auto-plays it's music file
the moment it is requested, possibly impacting all admob users. If
you think this is likely, and that there is nothing specific about
our implementation that is causing this, I'd be keen to know
before it is necessarily fixed so that we can launch our new
update with some confidence that it won't impact our users any
more than they are impacted in other apps that use admob.
Many thanks,
Richard
|
||||||
Hi,
Sorry about this, perhaps it's something with my
ad...@superpea.com email address that's being filtered into your
junk folders? I will simply reply to this thread with the
insensitive info as helpful as that can be to people and send a
follow up email to mobilead...@gmail.com with a link for you
to download the entire Unity project.
I am now convinced it's an issue with Admob, and has nothing to
do with changing Unity scenes. I've restructured the code to
initialize the ads SDK on the very first Unity scene, and with an
interactive panel that helps reproduce it without the laborious
login credentials and scene-switching method I gave you earlier.
I also remain convinced it is caused by a particular ad on your
network, possibly with some virus or other issue causing this
behaviour, potentially also for other Admob users. The reason is
that it is always the same audio track and the error occurs with a
probabilistic behaviour similar to the delivery of individual
adverts (going a long time without seeing it then seeing the same
one frequently). Essentially, it appears to play the music
component of the advert at the moment it is requested (or loaded),
while it should remain silent until it's time to actually show it.
Due to the fact you are on a different network with different ads
targeted to you personally, I very much doubt you would be able to
reproduce it.
However you can find our more convenient .apk for reproducing the issue here:
www.superpea.com/Superpea/Files/APKs/AdBug.apk
And a new video displays the behavior I am seeing:
Most illuminating is that it appears possible (shown at the end of the video) for this to occur by doing nothing more than loading the app and requesting an ad, provided that the ad which is served is the problematic one.
We've reproduced this on two Android devices:
Note this is an in-development build we are preparing for a
future update. I have not seen it yet in the live production build
on the Playstore, but since I have started trying I can no longer
reproduce it. Presumably the troublesome ad is no longer being
delivered to me.
Which should open in Unity 2021.1.6f1
Essentially, the issue is triggered by executing the following code:
using System;
using UnityEngine;
using GoogleMobileAds;
using GoogleMobileAds.Common;
using GoogleMobileAds.Api;
In the video this is all we do upon pressing the "Init" button, it also happens once on application Start().
The music issue probably occurs around the time of the callback:
public void HandleInterstitialLoaded(object sender, EventArgs args)
{ TV.interstitialLoaded = true;}
If this behaviour has been described by other Admob users
previously I'd be keen to know just so that we can launch our
update basically, confident that our app won't be impacted any
more than other users of Admob. I will send a contact number for
you to reach me on to mobilead...@gmail.com it can be
helpful.
Many thanks,
Richard
|
||||||
|
||||||
|
||||||
Hello all,
Michael here from Mobile Ads SDK support team. I just want to get back here to as we received feedback from our team that our spam team already does things like catching outliers on metrics for high/low click through rates, unnatural click times, etc. You may keep an eye on our blog post for more future updates.
Regards,
|
||||||
If the file(s) you are looking to share are less than 25mb in total you can attach them to this case on your next reply. If you are having trouble attaching your file to this case or if your file(s) are larger than 25mb, you can share your files with me by performing the following steps:
1. Navigate to
https://docs.google.com/forms/d/e/1FAIpQLSfkAiXMeYP-fw1W3Z-tT9uwmATEKO5X6S-th0gR2ezdKaaqfg/viewform?usp=pp_url&entry.400550049=Mobile+Ads+SDK&entry.460850823=5004Q00002NVdnfQAD&entry.80707362=000797432. Fill out all fields, and attach your file(s).
3. Please reply back on this thread when you have uploaded your file(s). Please do not share this link.
![]() |
Mobile Ads SDK Team |
Hi Alain,
Thank you for your response.
Upon further checking, it appears that the Charles log that you've provided was not in the correct format as we're unable to open it in our end. With that, kindly try to capture again the behavior and provide us a correct Charles log (https://www.charlesproxy.com/) format. You may also check this guide (https://developers.google.com/admob/android/charles) if you're using Android devices. In addition to that, kindly provide us a screen recording of the behavior.
Hi,
I will need some more details to solve this issue. From the looks of it we have two issues
Hi Nick,
I've experienced the exact same issue with my app. I've received reports from multiple users and it's quite concerning. I wasn't able to obtain Charles Logs, but I managed to record the background music using a voice recorder. Would this be helpful in resolving your issue?
The issue occurred with the Google Mobile Ads Unity Plugin v7.3.0. Is there a possibility that updating to the latest version of this SDK might resolve the problem?
I'd appreciate a response.
Thanks,
Tom
Hi Tom,
Yes, a video showing the problem would be great. That said, I was unable to make use of the `.chlz` file. I am unfamiliar with that file format and could not find any reference to it online. Can you please resent the `.chls` file. If it is large you can `.zip` it. Additionally you could look into network tracing to provide additional details.
This video illustrates the issue:I strongly suspect this is due to Admob as the music that is played is not a file we recognize as part of the app, yet the only two ways of stopping it are:
- Close the app.
- Watch an interstitial advert.
There is about a 3% probability of it occurring when switching between Unity scenes (to the scene where Admob is initialized) as far as we can tell. Once it is triggered it will remain in this irritating music loop until either of the above actions are performed.On one occasion we were able to trigger it twice in the same play session by going back and forward between scenes. Here both instances of the music loop were playing at the same time making quite the racket!Is this music loop something you guys recognize? If so could you please tell us what circumstances can trigger it on Admob initialization?Many thanks,Richard
Hi,
Thank you for contacting the Mobile Ads SDK support team.
We need detailed debug information from a device where it's observed in order to actually make any progress in diagnosing this. The only way for us to investigate further is by creating a project where the issue is reproducible. Once provided, I'll be raising this to a wider team for further checking and to get their insight as well.
If the file(s) you are looking to share are less than 25mb in total you can attach them to this case on your next reply. If you are having trouble attaching your file to this case or if your file(s) are larger than 25mb, you can share your files with me by performing the following steps:
1. Navigate to
2. Fill out all fields, and attach your file(s).
3. Please reply back on this thread when you have uploaded your file(s). Please do not share this link.
![]() |
Mobile Ads SDK Team |
![]() |
Mobile Ads SDK Team |
Hi,
Thank you for getting back to us.
It is very important to follow AdMob Policies, as well as Implementation Guidelines to avoid any issues. Kindly double-check your implementation so that Ads load and show as expected. To investigate this audio issue further, we kindly request that you privately provide us with the following details:
You can provide the following details via reply privately to the author option or directly provide it to the link below.
If the file(s) you are looking to share are less than 25mb in total you can attach them to this case on your next reply. If you are having trouble attaching your file to this case or if your file(s) are larger than 25mb, you can share your files with me by performing the following steps:
1. Navigate to
https://docs.google.com/forms/d/e/1FAIpQLSfkAiXMeYP-fw1W3Z-tT9uwmATEKO5X6S-th0gR2ezdKaaqfg/viewform?usp=pp_url&entry.400550049=Mobile+Ads+SDK&entry.460850823=5004Q00002rXXlKQAW&entry.80707362=002198422. Fill out all fields, and attach your file(s).
3. Please reply back on this thread when you have uploaded your file(s). Please do not share this link.
![]() |
Mobile Ads SDK Team |
Hi,
Thank you for contacting the Mobile Ads SDK support team.
By reviewing your concern, I understand that one of your apps is facing an audio issue in Unity.
I see that you have already raised this concern on another thread with the subject “[google-admob-ads-sdk] Unity/Admob playing odd music loop when switching scenes"’', and we have already responded there for this issue. To avoid multiple threads on the same issue, please take a look at that thread and continue the discussion on the same for further updates on the issue.
![]() |
Mobile Ads SDK Team |
Hi Kerem,
Thank you for contacting the Mobile Ads SDK support team.
By reviewing your concern, I understand that one of your apps is facing an audio issue when switching scenes in Unity.
It is very important to follow AdMob Policies, as well as Implementation Guidelines to avoid any issues. Kindly double-check your implementation so that Ads load and show as expected. Can you confirm whether you were able to replicate the mentioned issue in our Google Sample applications? To investigate this audio issue further, we kindly request that you privately provide us with any of the following details:
You can provide the following details via reply privately to the author option or directly provide it to the link below.
If the file(s) you are looking to share are less than 25mb in total you can attach them to this case on your next reply. If you are having trouble attaching your file to this case or if your file(s) are larger than 25mb, you can share your files with me by performing the following steps:
1. Navigate to
https://docs.google.com/forms/d/e/1FAIpQLSfkAiXMeYP-fw1W3Z-tT9uwmATEKO5X6S-th0gR2ezdKaaqfg/viewform?usp=pp_url&entry.400550049=Mobile+Ads+SDK&entry.460850823=5004Q00002rXkBZQA0&entry.80707362=002199442. Fill out all fields, and attach your file(s).
3. Please reply back on this thread when you have uploaded your file(s). Please do not share this link.
![]() |
Mobile Ads SDK Team |
Please close the app
--
---
You received this message because you are subscribed to the Google Groups "Google Mobile Ads SDK Developers" group.
To unsubscribe from this group and stop receiving emails from it, send an email to google-admob-ads...@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/google-admob-ads-sdk/8b57bc08-8ac1-45d9-b782-657159cbe8d0n%40googlegroups.com.