During the process of connecting games, the game engine often cannot obtain real-time updates after adding or modifying audio materials to the FMOD project. This situation did not occur in previous versions, but the version used is 2.03.08. This version often experiences this situation.
Hi,
Thanks for sharing the information!
I haven’t been able to reproduce the issue using the latest 2.03.11. Could you please try updating to the most recent version and see if the issue still occurs?
There are a few known Live Update issues in 2.03.08, and several connection related fixes were made in 2.03.09 and later. These improvements may resolve the problem you are seeing.
For more details, you can refer to the Live Update related notes in the revision history.
Okay, thank you for your reply
I’m having the same issue in 2.03.11 although in UE5. I replaced some footstep sounds with white noise to test when FMOD would update the audio files with Live Update enabled. I rendered the files, automatically replacing the existing ones and nothing changed. I also tried refreshing the assets, disconnecting and reconnecting Live Update but neither worked. Building the banks was the only thing that did. Like zsda159753 said, this definitely used to work in previous versions, like 2.02.26 which I’ve been working in recently.
Right? After upgrading to version 2.03.11, I still couldn’t solve this problem. This issue didn’t exist in previous versions, and later optimizations were really effective.
Hello, I tried upgrading to a higher version later, but the problem still persists.
Thank you both for providing the information!
I think I might have been able to reproduce the issue on my end by using an external audio editing tool to modify the source audio file while Live Update was connected. I’ve created a task and passed it on to our development team for further investigation, and I’ll update this thread if there’s any more information to share.
Thank you for bringing this to our attention.
Thank you very much. This feature is extremely helpful for real-time audio optimization in the later stages. It’s precisely because of this feature that I have been consistently using FMOD. I hope this issue can be resolved. Thank you again.
Apologies for the confusion earlier. I thought I had reproduced the issue, but further testing showed that wasn’t the case.
At this point, I’m still not able to reproduce the issue locally, which makes me think my setup or workflow may differ from yours.
In my tests, I tried adding new assets and also editing the audio used in a Single Instrument while Live Update was connected. I edited the selected asset using an external editor (Audacity), refreshed the asset in FMOD Studio, and then adjusted the volume and pitch in FMOD Studio. On my side, all changes were reflected correctly in Unity, and the modified audio played as expected.
Could you please share the exact steps you’re using to reproduce the issue?
Sorry for the confusion earlier. I thought I could reproduce the issue, but it turns out I can’t.
Just to make sure I understand your setup correctly:
are you using an external audio editing tool (for example, Audacity) to modify the audio asset while the event is already playing, and then seeing that Live Update does not play the modified sound in Unreal, even after refreshing the asset?
And just to confirm: on your side, is manually rebuilding the banks the only way to make the updated audio take effect, while in 2.02.26 the changes were reflected via Live Update without needing to rebuild the banks?
Thanks for sharing the video! It really helps me understand your setup.
I followed your steps and tried dragging a file from disk into the event to create a new track while Live Update was connected. On my side, the newly added track also played correctly.
Could you please share the full Unity Console log so I can take a closer look? I noticed some warnings related to the event name in your video.
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Also, just to confirm: while Live Update is connected, if you change the event’s volume or pitch in FMOD Studio, do you hear those changes in Unity?
Or is the problem only that the newly added track doesn’t update/play correctly?
I wonder if it has something to do with the local network signal or server.
Thank you for verifying that!
I am not quiet sure, but since you have been able to do it on previous version, I think it should not be the problem.
As I was still not able to reproduce the issue on my end, would it be possible for you to upload a minimal repro project to your profiler so I can take a closer look?
If uploading isn’t convenient, could you please share some code snippets showing how you’re playing the sound? I’ve been testing this using the Event Emitter script on my side.
That’s right, I use Reaper and just re-export the audio, overwriting the files by keeping the same name and location. I just did some further testing which unfortunately was inconclusive:
-I ran our game in editor with live update connected at all times.
-I replaced an audio file by exporting white noise with the file name, path and length being the same each time.
-I would trigger the sound while playing the game in editor but it had not changed to be white noise.
-I refreshed the asset after the [modified] tag appeared next to it
-25% of the time the asset would update correctly and become white noise when triggered
I don’t know what would cause it to correctly update some times but not others unfortunately.
What did work:
-Adding a new track into an existing event and dragging audio onto it worked every time
-Changes to event/track volume
I would have said yes before all this testing haha, now I’m not sure.
Thanks for the detailed testing!
I tried following your steps using Reaper to overwrite the files while keeping the same name and location, but I still wasn’t able to reproduce the issue on my end.
If possible, would you be able to upload a minimal repro project to your profiler so I can take a closer look?
Did you test this while connected to a UE5 project? Don’t think I’ve mentioned this yet but we’re using UE5.7.1 and FMOD 2.03.11. Also, I’m sorry, I don’t really have a lightweight project to send across ![]()
Can you check both the Unreal Console output and the FMOD Studio Console Logging, to see if there are any errors or warnings that could be related?
Couldn’t see anything in the logs I’m afraid.
Did some more testing and it seems like the assets only update if they have the #modified tag AND you hit refresh assets on the audio file. I ran the game, checked normal footsteps were working, exported white noise into FMOD from reaper with the same name, file length and channel numbers as the footstep audio files and they didn’t update engine-side. What did work was exporting the white noise as a slightly longer audio file, enough that FMOD recognized that the asset had been modified. Then I could hit refresh and hear white noise as footsteps correctly.