Searching for this issue using Google point me, that fmod.dll is used instead of fmodL.dll. I tried to fix this in the fmod.cs by adding an #elif for development build on line 38 like:
#elif (UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN)
public const string dll = “fmodstudio”; #elif (DEVELOPMENT_BUILD)
public const string dll = “fmodL”; #else
public const string dll = “fmod”; #endif
It seems that it then uses (in my perspective the correct) fmodL.dll. But init still failes with issue ERR_INVALID HANDLE during FMOD.system.setOutput.
Searching in fmod.cs it seems that UWP or WSAPlayer is not handled specificly.
Non Development builds are working!
After implementing the suggested changes in fmod_studio.cs, a new error occurs
SystemNotInitializedException: [FMOD] Initialization failed: FMOD.Debug.Initialize : ERR_UNSUPPORTED : A command issued was not supported by this object. Possibly a plugin without certain callback specified.
That means that it is trying to call FMOD.Debug.Initialize (which is done in editor and development builds) while using the release libs, but it only exists in the logging libs.
These are the changes I have tested with so far:
fmod.cs
This problem should have been resolved in 2.00.10, if your version is later than that, can you please let me know what version of FMOD you are using?
For anyone still encountering this issue, updating to the latest FMOD integration version should fix it.