Using FMOD 2.03.02 and UE 5.2
Hi everyone !
Working as a sound designer on a puzzle/deckbuilding game project type in UE5. We recently made the update on the FMOD plugin to 2.03.02, so we could use the new features for our mixing needs (especially the Multiband Dynamic and the Spectral Sidechain). I’m encountering a spam error with the spectral sidechain modulator when used in-game
We’ve made a setup where some SFX Bus with a spectral sidechain could send their signal with it to a multiband EQ on the Music Bus. The signal from the spectral sidechain effect will dynamically adjust the volume of the band with a spectral sidechain modulator on the EQ band gain. Our setup was closely made based on the FMOD Presentation video of the spectral sidechain effect : https://www.youtube.com/watch?v=KhWytTTEFPE&t=2s
The setup is working very well in FMOD with the sandbox when testing outside unreal.
Unfortunately, in game on the Unreal Editor, when invoking a sound event using the SFX Bus with the spectral sidechain effect, and when the signal is processed to modulate the multiband EQ on the music bus, there’s an infinite error spam in the console. This is also affecting the audio performance of the sidechain, with discontinuity/lag/pause/no activation of the spectral sidechain modulation.
LogFMOD: Error: C:\buildagent2\work\c1c3f17eb167c494\studio_api\src\fmod_playback_modulator.cpp(1650) - assertion: 'type == FMOD_DSP_TYPE_FFT' failed
LogFMOD: Error: DSP::getParameterFloat(6, 00000027BA5CF688:0, 0, 0) returned error 31 ("An invalid parameter was passed to this function.") for instance type: 7 (0x-1602393840).
LogFMOD: Error: C:\buildagent2\work\c1c3f17eb167c494\studio_api\src\fmod_asyncmanager.cpp(818) - System::update returned error 31.
LogFMOD: Error: System::Update() returned error 31 ("An invalid parameter was passed to this function.") for instance type: 11 (0x0).
LogFMOD: Error: 'ClockSinks[EFMODSystemContext::Runtime]->LastResult' returned 'An invalid parameter was passed to this function.'
This is not causing an actual crash of the game, but the audio performance is getting heavily influenced by this spam.
I thought it was my spectral sidechain setup in FMOD who was maybe a little heavy, but when reducing to a bare minimum of one instance of spectral sidechain effect simply modulating a gain effect on another bus, the spam error is still there.
Using the profiler in FMOD doesn’t seems to show a particular overload of instance call, especially in the SFX Bus.
I’m especially intrigued by the meaning of the FMOD_DSP_Type_FFT failed assertion error on the fmod_playback_modulator. What should I look at if I see this type of error. I couldn’t find information in the documentation, or the forum, about similar experience with this error (might be because the spectral sidechain is still relatively new)
If more information is needed, don’t hesitate to tell me. I hope my message was sufficiently clear.