Is it supported to setup an Audio Table with a source directory that lives under the project’s Assets folder? I tried this and it seemed to work okay, the only thing being that FMOD wanted me to import the extra sound files, which I did.
I noted that the FMOD example project puts its Audio Table sounds in a separate folder called “Dialogue” outside of the Assets folder. Is that just to avoid the need to import them? Or are there other reasons to avoid putting Audio Table sounds under the Assets folder?
No, this was more just to show it is possible to have audio table files outside of the asset directory, it is also not required to import the audio files if they are under the asset dir. However, they will be tagged as #unimported
It is personal preference if you want to import them to remove the tag or not.
That’s good to know. Thanks for the clarifications.
There is one small thing I noticed after putting an Audio Table under the Assets folder. If I leave those sound files unimported then FMOD marks the project as modified whenever I load it. Also, when I save and then close the project FMOD prompts me to save the project again, giving me the option to save or discard my “changes”. Perforce indicates that no files were checked out or modified.
This issue seems to go away if I just import the files, so it’s only a minor nuisance. But it is enough for me to consider moving a very large Audio Table elsewhere because I really do not want to have to import tens of thousands of extra sound assets.
Thank you for bringing this to our attention, what version of FMOD are you seeing this issue with? I was not able to reproduce the issue with 2.02.28. I tried:
I’m using FMOD Studio version 2.03.07. But I could not reproduce the issue with the example project either.
So I tried copying over the localized sounds from our game project and then the issue started occurring. Now I’m trying to figure out what it is about those assets that triggers it.
The issue seems to be related to the number of unimported files. In my case that is about 20,000 sounds.
I tried progressively removing files until I got to about 400 left. Then I noticed when I load the example project FMOD initially marks the project as modified (an asterisk next to the project name in the top left). Then after several seconds the asterisk goes away. If I close the project after that, there is no prompt asking me to save changes.
I went back to our game project to see if the asterisk would go away if I waited long enough. Sure enough, it did go away after several minutes. Unfortunately, the same thing happened again the next time I opened the project.
On loading a project, I assume FMOD is doing some kind of scanning of the unimported assets in the background, and during that process the project is considered “modified”.
As I mentioned before, the issue stops happening if I go ahead and import the extra assets. After that, the project opens in an unmodified state as expected. But I would prefer not to have to import tens of thousands of extra sound assets into our project if we can help it.