FMOD_STUDIO_EVENT_CALLBACK_DESTROYED is only called when the actual Event Instance is destroyed, otherwise FMOD_STUDIO_EVENT_CALLBACK_SOUND_STOPPED will tell you when the programmer sound stops.
I’m not able to reproduce this myself, it appears to be behaving as expected.
What versions of FMOD and Unreal are you using?
Hi cameron,
I am encountering no single callback being called. I assume that using the flag
FMOD_STUDIO_EVENT_CALLBACK_ALL
to register to callbacks allows me to listen to all of them. But none of them is called for me.
I am using UE 5.5 and FMOD 2.03.05 EA
Also, when the callback should fire, I am tabbed out of the game to see wether the whole “muting while the game is not in focus” works (which it does).