I think the FMOD team is aware of this, based on this other topic Live Update Refresh Assets In Play Mode - 2.02.20 - FMOD Studio - FMOD Forums, but for me at least, if I replace an audio asset I would almost always keep the same length, and if the length doesn’t change then FMOD doesn’t recognize the change, so the new audio asset doesn’t get to the Live Game.
There is something intrinsically wrong (for me) in this approach given that the best way of solving this is adding a little text to the asset and then remove it, so FMOD finds out that something changed and then send the new asset to the Live Game. Like in this script that @Leah_FMOD so amazingly did for us:
studio.menu.addMenuItem({
name: "Force Refresh All Assets",
keySequence: "Ctrl+R",
execute: function() {
console.log("Forcibly refreshing all assets");
studio.project.workspace.masterAssetFolder.assets.forEach(function(asset) {
if (asset.isOfExactType("AudioFile")) {
//asset.refreshAudio();
asset.note += " ";
asset.note = asset.note.trim();
}
});
}
});
The other solution that I was having was changing the file name and then getting it back. That’s a little insane, but it also sends the new audio asset to the Live Game.
Wouldn’t it better and just as easy that FMOD checks for “file date” instead of audio length (or “file size” I don’t actually know)? As soon as the audio asset gets updated the “file date” will change, and a lot of problems would be solved.