# Audio not Working in Android

**URL:** <https://qa.fmod.com/t/audio-not-working-in-android/20992>\
**Category:** Unreal Engine\
**Tags:** android\
**Created:** [December 14, 2023, 4:37pm UTC](https://qa.fmod.com/t/audio-not-working-in-android/20992 "2023-12-14T16:37:29Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![juanlam](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/juanlam/32/5884_2.png) [@juanlam](https://qa.fmod.com/u/juanlam)\
**Post date:** [December 14, 2023, 4:37pm UTC](https://qa.fmod.com/t/audio-not-working-in-android/20992/1 "2023-12-14T16:37:29Z")

</div>

Hello! I’m making this post because we are trying to make a build for Quest 2 for our Unreal Game, but there seems not to be any sound coming through.

Our Engine version is 5.2.1 and we have FMODStudio Unreal Integration 2.02 installed (latest one for 5.2 from the website).

There are no sounds in game, even though the sounds work perfectly on Windows builds. We followed the steps from [here](https://www.fmod.com/docs/2.02/unreal/platform-specifics.html#packaging) and [here](https://qa.fmod.com/t/idiots-guide-to-oculus-support/19665/2) and still nothing.

We also pulled out the log from the headset and found these lines:

```auto
[2023.12.14-15.46.36:909][0]LogFMOD: Loading bank: ../../../DragonFederation/Content/FMOD/Mobile/MUSIC.bank
[2023.12.14-15.46.36:909][0]LogFMOD: Loading bank: ../../../DragonFederation/Content/FMOD/Mobile/SFX.bank
[2023.12.14-15.46.36:959][0]LogFMOD: Warning: ../android/src/fmod_output_aaudio.cpp(638) - Increasing buffer size to 1728 due to detected xruns

```

Which leads me to believe that FMOD is correctly loading the Mobile banks into the headset. However, also of note:

```auto
[2023.12.14-15.46.42:029][0]LogFMOD: Warning: ../../src/fmod_objectlookup.h(124) - Lookup failed for WaveformResourceModel: {5de8ae1c-cce8-439c-8c69-388c00d8be2b}

[2023.12.14-15.46.42:029][0]LogFMOD: Error: ../../src/fmod_eventmodel.cpp(446) - WaveformResourceModel (Asset) not found, this could indicate a corresponding asset bank is not currently loaded.

[2023.12.14-15.46.42:029][0]LogFMOD: Error: ../../src/fmod_eventmodel.cpp(448) - assertion: 'resource' failed

[2023.12.14-15.46.42:029][0]LogFMOD: Error: ../../src/fmod_asynccommand_impl.cpp(2127) - assertion: 'realInstance' failed

[2023.12.14-15.46.42:029][0]LogFMOD: Error: ../../src/fmod_asynccommand_impl.cpp(2282) - assertion: 'realInstance' failed

```

Does anyone here have any advice on this? What could we possibly be missing? We’ve built our entire audio pipeline around FMOD

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [December 19, 2023, 12:26am UTC](https://qa.fmod.com/t/audio-not-working-in-android/20992/2 "2023-12-19T00:26:06Z")

</div>

Hi,

Are you using any plugin effects in your FMOD Studio project?

If you copy `5de8ae1c-cce8-439c-8c69-388c00d8be2b` into for FMOD Studio projects search bar what is found?  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/a/ac1427f5b74c085269574620dde1e2226a202855.png)
