[BUG] Live Update Stuck at "Live Update Syncing"

This started occurring after upgrading to FMOD 2.03.06.

Info:

  • Unity Version 2022.3.501f
  • Integration + FMOD Studio is running version 2.03.07 as Administrator.

We’re having issues where Live Update goes from “Live Update On” to “Live Update Syncing” after exiting play mode.

I first thought it had to do with a programming instrument not correctly being cleared, but I just walked around in the game in the same place without invoking the programming instrument and the same thing happened.

Our sound designer says it acts weird, some things work like adjusting mixers, muting tracks, while other actions does not.

Here’s the Verbose Log from FMOD:

11:29:26 Activated 'TOEM-2.fspro[*] - Console' for 'C:/Users/mikke/Desktop/Github/TOEM-2/FMOD/TOEM-2.fspro' [#2 times]
11:29:30 fmod_liveupdate.cpp(205), LiveUpdate::updateProfile(): Timeout waiting for connecting state to finish 
11:29:30 fmod_liveupdate.cpp(293), LiveUpdate::reset(): Reset connection (reason Timeout) 
11:29:30 SoundSystem::setConnectionEstablished(0) 
11:29:30 fmod_profile.cpp(138), Profile::disconnectAll(): Profiler disconnecting all clients 
11:29:30 fmod_os_net_winsock.cpp(218), FMOD_OS_Net_Connect(): Attempting connection to '127.0.0.1:9264' 
11:29:30 fmod_thread.cpp(216), Thread::initThread(): Init FMOD profiler thread (recv). Affinity: 0x4000000000000003, Priority: 0xFFFF7FFD, Stack Size: 131072, Semaphore: No, Sleep Time: 0, Looping: No. 
11:29:30 fmod_thread.cpp(216), Thread::initThread(): Init FMOD profiler thread (send). Affinity: 0x4000000000000003, Priority: 0xFFFF7FFD, Stack Size: 131072, Semaphore: No, Sleep Time: 0, Looping: No. 
11:29:30 fmod_liveupdate.cpp(575), LiveUpdate::clientConnected(): client = 00000243EECE24D8 
11:29:30 fmod_profile.cpp(114), Profile::connect(): Profiler connected to 127.0.0.1:9264 
11:29:30 fmod_liveupdate.cpp(595), LiveUpdate::initiateHandshake(): 
11:29:30 fmod_liveupdate.cpp(489), LiveUpdate::readPacket(): Recieved init packet from client 00000243EECE24D8 
11:29:30 fmod_liveupdate.cpp(523), LiveUpdate::readPacket(): Accepting init response for client 00000243EECE24D8 
11:29:30 fmod_liveupdate.cpp(877), LiveUpdate::receiveInitResponse(): Client 00000243EECE24D8 accepted handshake, entering connected state 
11:29:30 fmod_liveupdate.cpp(653), LiveUpdate::transitionToConnected(): 
11:29:30 SoundSystem::setConnectionEstablished(1) 
11:29:30 Remote sync queue: added 3902 
11:29:30 fmod_systemi_driver.cpp(621), SystemI::setOutputInternal(): Setting output to 'FMOD NoSound Output - Non real-time' 
11:29:30 fmod_systemi.cpp(2784), SystemI::init(): Initialize version=20307 (150747), maxchannels=0, flags=0x00000001 
11:29:30 fmod_systemi_dsp.cpp(615), SystemI::DSPCodecPoolRegister(): register codec pool for pool type 0 
11:29:30 fmod_thread.cpp(216), Thread::initThread(): Init FSBank worker thread. Affinity: 0x0, Priority: 0xFFFF7FFD, Stack Size: 131072, Semaphore: Yes, Sleep Time: 0, Looping: Yes. [#12 times]
11:29:30 Writing live update bank: C:/Users/mikke/AppData/Local/FMOD Studio/UnsavedProjects/Hotswap-WUxmNS/hotswap_6.bank 
11:29:30 fmod_thread.cpp(172), Thread::callback(): FSBank worker thread finished. [#12 times]
11:29:30 fmod_systemi.cpp(913), SystemI::closeInternal(): Closed. 
11:29:30 fmod_liveupdate.cpp(369), LiveUpdate::sendLiveUpdateBank(): Sending live update bank: fmod:///remote/C:/Users/mikke/AppData/Local/FMOD Studio/UnsavedProjects/Hotswap-WUxmNS/hotswap_6.bank 
11:29:30 fmod_profile_remotefile.cpp(337), ProfileRemoteFile::fileOpenProcess(): File 'C:/Users/mikke/AppData/Local/FMOD Studio/UnsavedProjects/Hotswap-WUxmNS/hotswap_6.bank' opened for remote access 
11:29:30 Remote file opened: C:/Users/mikke/AppData/Local/FMOD Studio/UnsavedProjects/Hotswap-WUxmNS/hotswap_6.bank 
11:29:30 Remote file closed: C:/Users/mikke/AppData/Local/FMOD Studio/UnsavedProjects/Hotswap-WUxmNS/hotswap_6.bank 
1 Like

It sounds like FMOD Studio is immediately attaching to another studio system after disconnecting from Unity. Can you please send me the full log FMOD Studio log in %HOMEPATH%\AppData\Local\FMOD Studio\Log next time this happens?
Can you please also tick Enable API Error Logging in your FMOD Unity settings, set your Logging Level to “Log”, and post the output of the Unity log here?

Uploaded the logs here as they are bigger than the forum allows:

What I did:

  1. Entered playmode
  2. Checked Live Update
  3. Left playmode (live update attempts to reconnect)
  4. Entered playmode again

After doing those steps FMOD Studio is stuck at “Live Update Syncing”

Seriously, thanks for taking a look!

This is EXACTLY my case. Started happening after 2.03.06 but with Unreal Engine, so my guess is that is has to do with FMOD and not unreal/unity. Some stuff like adjusting mixers and muting tracks do work and some others just doesnt work at all. Let me know if you found a solution

Thank you for the additional information, we are currently investigating issues related to building banks while Live Update is connected- I am finding I can get into this bad state with both Unity and Unreal by connecting Live Update, assigning an event to a different bank, and building banks. The result is Live Update being stuck in “Syncing”, and FMOD Studio failing to build any new banks.

There are probably other ways to get into this bad state, but in any case we should have this fixed in the next release. It looks like the issue first appeared in 2.03.03, so in the meantime you can try using FMOD Studio 2.03.02 instead.

1 Like