Hi,
I can’t promise an exact timeline, but a fix is currently scheduled for our next release of 2.03. As for a workaround, if you modify the following code in the FMOD for Unreal integration, it should resolve the problem:
- ./Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAudioComponent.h:
class FMODSTUDIO_API UFMODAudioComponent : public USceneComponent
{
GENERATED_UCLASS_BODY()
friend struct FFMODEventControlExecutionToken;
friend class UFMODBlueprintStatics; // <- new code, line 142
friend struct FPlayingToken;
friend FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters);
}
- ./Plugins/FMODStudio/Source/FMODStudio/Private/FMODBlueprintStatics.cpp:
if (bAutoPlay) // <- around line 120,depending on your plugin version
{
// replace contents of if statement with the following:
EFMODSystemContext::Type SystemContext =
(GWorld && GWorld->WorldType == EWorldType::Editor) ? EFMODSystemContext::Auditioning: EFMODSystemContext::Runtime;
AudioComponent->PlayInternal(SystemContext);
}
return AudioComponent;
Let me know if you run into any issues with it.
Edit: the above workaround has been edited to function properly by replacing usage of EFMODSystemContext::Editor
with EFMODSystemContext::Auditioning
.