# Fixed: Regression Error: Not all events play in cooked game

**URL:** <https://qa.fmod.com/t/fixed-regression-error-not-all-events-play-in-cooked-game/18832>\
**Category:** Unreal Engine\
**Tags:** ue4\
**Created:** [June 2, 2022, 5:25pm UTC](https://qa.fmod.com/t/fixed-regression-error-not-all-events-play-in-cooked-game/18832 "2022-06-02T17:25:52Z")\
**Posts on this page:** 6\
**Page:** 1

<div class="post-metadata">

**Author:** ![JanKavan](https://avatars.discourse-cdn.com/v4/letter/j/977dab/32.png) [@JanKavan](https://qa.fmod.com/u/JanKavan)\
**Post date:** [June 2, 2022, 5:25pm UTC](https://qa.fmod.com/t/fixed-regression-error-not-all-events-play-in-cooked-game/18832/1 "2022-06-02T17:25:52Z")

</div>

Hi there,

a few years ago I had a problem with FMOD initializing audio banks too late, thus randomly ignoring some sound events in the cooked build. Inside UE4 editor, everything works correctly, but upon packaging the game I am experiencing this issue.

Back then I managed to fix it with .uplugin definition like this:

```
"Modules": [
	{
		"Name": "FMODStudio",
		"Type": "CookedOnly",
		"LoadingPhase": "PreEarlyLoadingScreen"
	},

```

Last year I was forced to port my game to 4.27.2 and once again I have the same annoying issue. Sadly the fix no longer works as it crashes the engine, and the earliest possible phase is PreLoadingScreen, which is too late and some events no longer play.

Is there anything I can do to ensure that all events work correctly?

Many thanks,  
Jan

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<div class="post-metadata">

**Author:** ![JanKavan](https://avatars.discourse-cdn.com/v4/letter/j/977dab/32.png) [@JanKavan](https://qa.fmod.com/u/JanKavan)\
**Post date:** [June 2, 2022, 5:37pm UTC](https://qa.fmod.com/t/fixed-regression-error-not-all-events-play-in-cooked-game/18832/2 "2022-06-02T17:37:23Z")

</div>

Also this is the log if I use PreEarlyLoadingScreen:

Assertion failed: Object-\>IsValidLowLevelFast() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3743]

TheForest!FDebug::AssertFailed()  
TheForest!FDebug::CheckVerifyFailedImpl()  
TheForest!FAsyncPackage::Event\_StartPostload()  
TheForest!\<lambda\_7cb63577489adea33633ac3fab30b69a\>::operator()()  
TheForest!FAsyncLoadingThread::ProcessAsyncLoading()  
TheForest!FAsyncLoadingThread::TickAsyncThread()  
TheForest!FAsyncLoadingThread::TickAsyncLoading()  
TheForest!FAsyncLoadingThread::FlushLoading()  
TheForest!FlushAsyncLoading()  
TheForest!LoadPackageInternal()  
TheForest!LoadPackage()  
TheForest!ResolveName()  
TheForest!StaticLoadObjectInternal()  
TheForest!StaticLoadObject()  
TheForest!UMaterialInterface::InitDefaultMaterials()  
TheForest!UClass::CreateDefaultObject()  
TheForest!UMaterialInterface::PostCDOContruct()  
TheForest!UClass::CreateDefaultObject()  
TheForest!FEDLBootNotificationManager::ConstructWaitingBootObjects()  
TheForest!FAsyncLoadingThread::TickAsyncLoading()  
TheForest!FAsyncLoadingThread::FlushLoading()  
TheForest!FlushAsyncLoading()  
TheForest!LoadPackageInternal()  
TheForest!LoadPackage()  
TheForest!UPackage::FullyLoad()  
TheForest!FFMODAssetTable::Load() [D:\Devel\Syr\_BI\SYR\Plugins\FMODStudio\Source\FMODStudio\Private\FMODAssetTable.cpp:51]  
TheForest!FFMODStudioModule::RefreshSettings() [D:\Devel\Syr\_BI\SYR\Plugins\FMODStudio\Source\FMODStudio\Private\FMODStudioModule.cpp:1077]  
TheForest!FFMODStudioModule::StartupModule() [D:\Devel\Syr\_BI\SYR\Plugins\FMODStudio\Source\FMODStudio\Private\FMODStudioModule.cpp:517]  
TheForest!FModuleManager::LoadModuleWithFailureReason()  
TheForest!FModuleDescriptor::LoadModulesForPhase()  
TheForest!FPluginManager::TryLoadModulesForPlugin()  
TheForest!FPluginManager::LoadModulesForEnabledPlugins()  
TheForest!FEngineLoop::PreInitPostStartupScreen()  
TheForest!GuardedMain()  
TheForest!GuardedMainWrapper()  
TheForest!LaunchWindowsStartup()  
TheForest!WinMain()  
TheForest!\_\_scrt\_common\_main\_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe\_common.inl:288]  
kernel32  
ntdll

---

<div class="post-metadata">

**Author:** ![JanKavan](https://avatars.discourse-cdn.com/v4/letter/j/977dab/32.png) [@JanKavan](https://qa.fmod.com/u/JanKavan)\
**Post date:** [June 3, 2022, 11:47am UTC](https://qa.fmod.com/t/fixed-regression-error-not-all-events-play-in-cooked-game/18832/3 "2022-06-03T11:47:40Z")

</div>

I managed to fix the issue. It was the same symptoms, a different cause, so no need to use PreEarlyLoadingScreen at all.

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**Author:** ![khorwynd](https://avatars.discourse-cdn.com/v4/letter/k/b2d939/32.png) [@khorwynd](https://qa.fmod.com/u/khorwynd)\
**Post date:** [May 17, 2023, 3:41am UTC](https://qa.fmod.com/t/fixed-regression-error-not-all-events-play-in-cooked-game/18832/4 "2023-05-17T03:41:35Z")

</div>

Hey JanKavan! I’m glad you got your issue fixed back then. Do you remember what it was that fixed it the second time? I’m having an issue where a lot of event aren’t playing in a cooked build but the editor works perfectly.

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**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [May 19, 2023, 1:15am UTC](https://qa.fmod.com/t/fixed-regression-error-not-all-events-play-in-cooked-game/18832/5 "2023-05-19T01:15:54Z")

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Hi khorwynd,

I see you’ve posted more recently about this issue here: [Unreal builds for Steam don't play most FMOD events](https://qa.fmod.com/t/unreal-builds-for-steam-dont-play-most-fmod-events/20231)

Did Mathew’s suggestion resolve the problem? If not, can I get the version numbers of your UE install and FMOD UE integration?

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<div class="post-metadata">

**Author:** ![khorwynd](https://avatars.discourse-cdn.com/v4/letter/k/b2d939/32.png) [@khorwynd](https://qa.fmod.com/u/khorwynd)\
**Post date:** [June 26, 2023, 2:31am UTC](https://qa.fmod.com/t/fixed-regression-error-not-all-events-play-in-cooked-game/18832/6 "2023-06-26T02:31:28Z")

</div>

Hey Leah!

Just to clear this up, the solution to the problem was both increasing the channel count in Unreal AND I had to do some bank management stuff within perforce.
