Does the support for Unreal AudioLink work on Xbox platforms? The platform docs mention that FMOD will not work with inbuilt UE audio on Xbox, and I remember having to turn this off via an ini file for our previous title on UE 4.27. Since AudioLink is new to UE5, I’m not sure if this guidance still applies. I’ve never looked into AudioLink so I’m not sure if that stuff can still function if the UE audio engine is turned off.
More specifically, would I lose access to UE’s FAudioThread and FAudioDevice on Xbox?
Unfortunately this is still the case, as the Unreal AudioDevice will attempt to consume all the systems resources and this will cause FMOD to fail when it attempts to initialize. And when you disable the UE Audio, FAudioDevice will not exist and FAudioThread will not run.
Because of this AudioLink will not work on Xbox, unless there is a way for the UE audio to run a mute/virtual mode that doesn’t try to allocate the system resources.
That’s what I was afraid of. Dang, that’s a real shame! I do think you should mention this in the XBox platform docs though, just for clarity.
As long as you aren’t using XMA as your encoding format in FMOD, you can use FMOD_GameCore_XMAConfigure(false)to stop FMOD from allocating any of the XMA codec resources. This will allow UE’s XAudio2 system to run along side FMOD.
Eg.
FMODPlatform.cpp (in XSX Platform folder)
FMOD_RESULT FMODPlatformSystemSetup()
{
...
verifyfmod(FMOD_GameCore_XMAConfigure(false));
return FMOD_OK;
}