Issue:
in 2.03.08 Unreal Engine 5.5, animation montages/sequences no longer play sound.
Proposed Solution:
After checking change history, in the 2.03.08 integration, - UFMODAudioComponent::Play()::729 was changed, in my eyes incorrectly:
PlayInternal(EFMODSystemContext::Runtime);
Should be reverted to:
PlayInternal(EFMODSystemContext::Max);
Hi,
Unfortunately, I haven’t been able to reproduce the issue you’re describing. A few questions:
- In what contexts do the issue happen? i.e. in the animation sequence editor, in the UE editor when in play mode, in builds, etc.
- Could I get you to provide a short series of steps that reproduces the issue for you?
- Could I also get you to go to Edit → Project Settings → FMOD Studio → Advanced, set the Logging Level to LEVEL LOG and enable API Error Logging, and post a log from UE where the issue occurs?
Thanks!
Just following up on this - to help me reproduce the issue, could I get you to answer the questions in my previous reply?
Hello @Leah_FMOD !
My apologies for the delayed answer.
This specifically happens in the editor preview, whilst being out of play mode.
So, no connection to builds / playmode / etc.
Reproduction of the issue:
- In the unreal engine editor, open an animation asset (Sequence or Montage).
- Add a new FMOD Play Event
- Add the FMOD event to the play event
- Observe on playing the animation in the editor, the sound is not played.
For logging, there is nothing relevant printed:
UFMODAudioComponent::PlayInternal::740 is called with “runtime” but since we are not in runtime, the GetStudioModule().GetEventDescription(Event, Context) returns nullptr, thus never executing further, exiting out of playinternal early, not logging anything.
Hope that helps clarify the issue.
Thanks for the additional info! I’ve been able to reproduce the issue specifically when bFollow
is enabled, as AnimNotify_FMODPlayEvent
will use the Play Event Attached node, which executes via the codepath you pointed out. Does this line up with that you’re observing i.e. that disabling bFollow
causes the events to play as expected?
Regardless, I’ve passed the issue along to the development team to be addressed.