Hi,
Thank you for the information.
There is a known issue with CI builds at the moment. A workaround is hard setting the auditioning system to NOSOUND. Could you please test updating the EditorUtils.cs
underline 541
:
private static void CreateSystem()
{
RuntimeUtils.DebugLog("FMOD Studio: Creating editor system instance");
RuntimeUtils.EnforceLibraryOrder();
FMOD.RESULT result = FMOD.Debug.Initialize(FMOD.DEBUG_FLAGS.LOG, FMOD.DEBUG_MODE.FILE, null, "fmod_editor.log");
if (result != FMOD.RESULT.OK)
{
RuntimeUtils.DebugLogWarning("FMOD Studio: Cannot open fmod_editor.log. Logging will be disabled for importing and previewing");
}
CheckResult(FMOD.Studio.System.create(out system));
FMOD.System lowlevel;
CheckResult(system.getCoreSystem(out lowlevel));
// New lines to force no sound
CheckResult(lowlevel.setOutput(FMOD.OUTPUTTYPE.NOSOUND));
Please let me know if this allows builds to succeed. Note, that auditioning events in the Unity editor or in a timeline will not work with this change. For the change to be applied you can either build banks or delete the FMODStudioSettings
object.
Could I also please grab the fmod_editor.log
? This should be found in your Unity project directory.