Audio issues for Android build

Hi everyone, so we are having issues with sound for the Android build.
We didn’t have any sound at all, then added “Banks” folder to Additional Non Asset Directories to Package, got the sound on Desktop build but the Android build is very distorted and unpleasant.

We are using Unreal Engine 5.4.4 and Fmod Studio 2.02.24
Things we tried:

  1. changed mobile banks settings to vorbis, 48 kHz instead of FADPCM, 48 kHz
  2. checked that “Mobile” folder is added to Additional Non Asset Directories to copy as well as the “Desktop” folder

I also should mention that we are using audiolink.

here are the screenshots of our settings for Mobile banks in fmod and Unreal



Update: the problems seem to be happening only with the sounds that are going to fmod via audiolink. the fmod events sound fine

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Hi,

Thank you for bringing this to our attention and all the information.

Would it be possible to get either the project or a stripped down version uploaded to your profile to test?

Thank you.

Greetings, I started having the same issue after upgrading my phone from Android 14 to 15. I’m not using any integrations like Unity, just some basic C++ code called via JNI.

fn_check(FMOD::System_Create(&fmod_system, version));
fn_check(fmod_system->init(channel_limit, FMOD_INIT_NORMAL, 0));
[...]
fn_check(fmod_system->createSound(filepath, mode, 0, &sound));
fn_check(fmod_system->playSound(sound, 0, false, &channel));

Most sounds I attempt to play via fmod_system->playSound don’t have any audio, but everything indicates that it’s playing successfully (FMOD_OK result). Some sounds do audibly play, but they are terribly distorted and loud. All files are ogg that previously had no issues playing.

Studio seems to be working fine, as I can load the sample Banks and play events, manipulate parameters, etc, and everything sounds fine. It’s just playing regular ogg files via non-studio FMOD that seems to be having issues.

I have a logcat from my phone when launching the application, playing the (inaudable) sound, and then closing the app, but I can’t upload it as a new user.

Tested using 2.02.25 and 2.02.26

hi, Connor

we’ve made a test version with an audio setup which is identical to our main game.

there are two buttons - one plays sound via an fmod event. and the sound is taken from fmod studio.
another button plays the sound via “play sound attached” node. and the sound is taken from the UE project content folder. this sound has audiolink settings assigned via sound attenuation.

in the build the fmod event sounds fine but the one with audiolink settings has the same artifacts as in the video i’ve atached in my earlier message

i’ve uploaded the project into the “Uploads” section in my profile. please let me know if this works

Thanks !

1 Like

Hi,

Thank you for bringing this to our attention.

Unfortunately, I was not able to reproduce the issue with our core API example included with the android engine install: "\fmodstudioapi20225android\api\core\examples\androidstudio\cmake\play_sound"

If you run the examples do you experience the same issues?

Thank you for providing the project.

I have been able to reproduce the issue. Unfortunately, I do not have a workaround at this time.

I have passed on the issue to our development team to investigate further.

Thank you for bringing this to our attention.

i see, okay
thanks for the help

1 Like