I have a project that I’m using FMOD, I configured the CI for the game to compile in the cloud automatically, the game compiles correctly and deploys automatically to Steam, but the project is always without audio.
Already tried:
Different Import Type:
FMOD Studio Project
and
Single Platform Build
Because of my little experience, I don’t have the slightest idea of how to fix it, I would like ideas and suggestions of what I can try or test to be able to fix it and make it work.
Blockquote```
[IAP Manager]: Define is disabled!
[Steamworks.NET] SteamAPI_Init() failed. Refer to Valve’s documentation or the comment above this line for more information.
[FMOD] System::lookupID(event:/mus/mus_menu_editor_gameplay, 0000004932CEE630:{00000000-0000-0000-0000-000000000000}) returned ERR_EVENT_NOTFOUND for STUDIO_SYSTEM (0x1FFF1F).
NullReferenceException: Object reference not set to an instance of an object
at SlimUI.Vivid.CheckNavigationSettings.SetNavigationToNone () [0x00018] in :0
at SlimUI.Vivid.UI_Manager_Vivid.ChangePlatform (System.Int32 plat) [0x00070] in :0
at SlimUI.Vivid.UI_Manager_Vivid.Start () [0x0007c] in :0
[FMOD] System::lookupID(event:/sfx/menu/sfx_ui_click, 0000004932CEE430:{00000000-0000-0000-0000-000000000000}) returned ERR_EVENT_NOTFOUND for STUDIO_SYSTEM (0x1FFF1F).
EventNotFoundException: [FMOD] Event not found ‘event:/sfx/menu/sfx_ui_click’
at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00015] in :0
at FMODUnity.StudioEventEmitter.Lookup () [0x00000] in :0
at FMODUnity.StudioEventEmitter.Play () [0x00037] in :0
at UISoundController.Click () [0x00000] in :0
at UnityEngine.Events.InvokableCall.Invoke () [0x00010] in <575f5a6df3f64a739d793620c2cb7465>:0
at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00049] in <575f5a6df3f64a739d793620c2cb7465>:0
at UnityEngine.EventSystems.EventTrigger.Execute (UnityEngine.EventSystems.EventTriggerType id, UnityEngine.EventSystems.BaseEventData eventData) [0x0003a] in :0
at UnityEngine.EventSystems.EventTrigger.OnSelect (UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in :0
at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.ISelectHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in :0
I updated FMOD Unity to version 2.02.11 in the local build, the project compiles correctly, but the remote version is showing an error.
UnityException: Creating asset at path Assets/Plugins/FMOD/Resources/FMODStudioSettings.asset failed.
at (wrapper managed-to-native) UnityEditor.AssetDatabase.CreateAsset(UnityEngine.Object,string)
at FMODUnity.EditorSettings.CreateSettingsAsset (System.String assetName) [0x00028] in /github/workspace/Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:69
at FMODUnity.Settings.Initialize () [0x0007f] in /github/workspace/Assets/Plugins/FMOD/src/Settings.cs:280
at FMODUnity.Settings.get_Instance () [0x00009] in /github/workspace/Assets/Plugins/FMOD/src/Settings.cs:255
at FMODUnity.EditorSettings.CanBuildTarget (UnityEditor.BuildTarget target, FMODUnity.Platform+BinaryType binaryType, System.String& error) [0x00000] in /github/workspace/Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:444
at FMODUnity.EditorSettings.CheckActiveBuildTarget () [0x00016] in /github/workspace/Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:662
at FMODUnity.Settings.OnEnable () [0x00169] in /github/workspace/Assets/Plugins/FMOD/src/Settings.cs:622