FMOD crashes when running builds in the iOS simulator (Xcode v9.1, Simulator v10). There are no linking errors during the build process. I’m running Unity 5.6.4.
Has anyone seen the following?
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
dyld: lazy symbol binding failed: Symbol not found: _FMOD5_Memory_GetStats
Referenced from: /Users/stevensmith/Library/Developer/CoreSimulator/Devices/B2E0B1C6-3E01-40FC-BCF6-3F64756EB209/data/Containers/Bundle/Application/F5E769DC-DD00-4C91-8B92-600C9985CA14/AfaTest01.app/AfaTest01
Expected in: flat namespace
dyld: Symbol not found: _FMOD5_Memory_GetStats
Referenced from: /Users/stevensmith/Library/Developer/CoreSimulator/Devices/B2E0B1C6-3E01-40FC-BCF6-3F64756EB209/data/Containers/Bundle/Application/F5E769DC-DD00-4C91-8B92-600C9985CA14/AfaTest01.app/AfaTest01
Expected in: flat namespace
Update: I’m posting the linker error described in the comment below here so that it can be formatted for easier reading
Undefined symbols for architecture arm64:
"_FMOD_Studio_EventInstance_SetParameterValuesByIndices", referenced from:
_EventInstance_FMOD_Studio_EventInstance_SetParameterValuesByIndices_m2967463134 in Bulk_Assembly-CSharp-firstpass_1.o
_EventInstance_setParameterValuesByIndices_m780857556_AdjustorThunk in Bulk_Assembly-CSharp-firstpass_1.o
(maybe you meant: _EventInstance_FMOD_Studio_EventInstance_SetParameterValuesByIndices_m2967463134)
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Update: I had mistakenly said that 1.10 builds for the device. It does not. 1.09 builds for the device. 1.10 has a linker error when building for device.
The iOS Simulator requires libs built against the Simulator SDK, which we currently do not build or supply. I have added this to our tracker and will be available in a future release.
What is the linker error you are getting with 1.10?
That issue has been fixed for the next release, in the mean time it is possible to work around this by commenting out the function in the fmod_studio.cs.
Hey I am also having issues with this in an upgraded project while building for release.
I am afraid that when I comment this function out some of the audio might not work in the project. I have to release for a client this week so can anyone tell me if it is safe to comment this out?
Found using:
Unity 2017.2 (Mac)
Fmod plugin 11001_v2.unitypackage
xcode 9.1
Os: High Sierra
Update:
Downgraded to 1.09. Version builded and launched without problems.