we’re using an aws windows machine connected to jenkins to make builds of our game.
we’ve noticed that on a clean sync, the resulting build won’t function correctly, and will throw a ton of fmod errors, including not finding busses.
this error error in the output:
FMOD Studio: Encountered Error: ERR_OUTPUT_INIT Error initializing output device
if we remote into the server and open unity, subsequent builds will work, and won’t have the error.
we recently removed the fmodcache from source control, and rely on the server to generate it itself. we did this because we found everyone needed to check it out in perforce. I’m assuming there’s something about the headlessness of the build server that’s stopping it generating the cache the first time?
if we commit fmodcache again, but make it writable, when should it ever be committed, and by who? if we leave it out of source control, how do we properly generate it on a headless server?