Hi,
we are currently using unity 2020.3.25 and fmod 2.02.04.
On a release build we are getting a few bugsnag reports with the above exception. The range of devices is quite wide (huawei, samsung, oppo, asus), but we are unable to reproduce it internally. I did some digging related to this error, found a few suggestions/reasons (volume 0 disables audio device; change lowlevel api to sles i.e) but i’m kinda against doing blind changes and testing this in the wild.
Any suggestions?
Hi,
Could I please get a screenshot of your FMOD Settings Unity Toolbar -> FMOD -> Edit Settings -> Platform Specific -> Andriod
:
And a screenshot of the Build Preferences inside your FMOD Studio Project Edit -> Preferences -> Build
:
in unity we are currently using defaults
Hi,
Unfortunately, I was not able to reproduce the issue. Are there any other logs that you are getting when the error is thrown?
That’s just it… we also cannot repo it. And the release version is, well release no logs
I see, without more information to go on it is difficult to try to solve the issue. If at any point you get more information about the bug please let me know and I will keep an eye out for a solution as well.
Apologies I can’t assist further.
If it helps, we saw that this issue is happening only on the following devices:
- HUAWEI P30 lite (MAR-LX1A)
- HUAWEI BAH4-W29
- HUAWEI AGS3-L09
- HUAWEI CDY-TN00
- HUAWEI PPA-LX3
- HUAWEI Honor 9X (STK-LX3)
- Xiaomi Mi 9 (MI 9)
- HUAWEI HONOR View20 (PCT-L29)
Hi,
Do you have any error logs that you can share?
Not really, only the stack trace:
SystemNotInitializedException: [FMOD] Initialization failed : Output forced to NO SOUND mode : ERR_INTERNAL : An error occurred that wasn’t supposed to. Contact support.
at FMODUnity.RuntimeManager.get_Instance .()(Unknown:-1)
at
FMODUnity.RuntimeManager.get_StudioSystem .()(Unknown:-1)
at
FMODUnity.RuntimeManager.GetBus .(System.String path)(Unknown:-1)
Can I confirm that you have disabled Unity Audio?
Under Unity toolbar -> Edit -> Project Settings -> Audio
Alternatively, you can run the FMOD Setup Wizard in the FMOD dropdown
Yes, we have it disabled already
Are you using AAB or APK for release builds?
I was not able to reproduce the issue on a Huawei device. This was downloading it through an internal test in the Play Console. If you download the app through internal testing does it replicate the issue or it only on full release?
Why would that make any diff?
Hm, seems that this happens also on iOS:
O7UnityException: SystemNotInitializedException: [FMOD] Initialization failed : Output forced to NO SOUND mode : ERR_OUTPUT_INIT : Error initializing output device.
at FMODUnity.RuntimeManager.get_Instance () in <00000000000000000000000000000000>
at
iPhone 6 Plus (iPhone7,1)
iPad 9 (WiFi) (iPad12,1)
iPad Air (iPad4,2)
iPhone 5S (iPhone6,2)
iPhone 7 (Global) (iPhone9,3)
os versions:
12.5.6
15.6.1
12.5.5
15.5
Can I confirm a couple of things as I am still unable to reproduce the issue.
This is only happening when the app is released from a store e.g. Google Play store or the App Store and not with internal builds?
You have disabled Unity’s Audio: [FMOD] Initialization failed : Output forced to NO SOUND mode : ERR_INTERNAL : An error occurred that wasn't supposed to. Contact support - #10 by Connor_FMOD
This is using the AAB build type?
You are using FMOD 2.02.04? Have you tried updating to the latest release?
There are no error logs other than Initialization Failed
?
Our game is using bugsnag library, which we use for reporting app data and errors. So all live builds are reporting crashes (exceptions). In these bugsnag reports we have found a few exception crashes which are related to fmod. One of them is this “Initialization failed”. We couldn’t reproduce this error on our local/dev builds, or even with live release builds. Release builds are stripped, without logs, so I cannot provide any more info. We do have a minimal support for some data which could be attached to bugsnag report and I was thinking about adding a “buffered log”, but that would still require building the app with fmodL libraries, and releasing the app for everyone, which is something we are really trying to avoid…
As written above:
yes, happening only on release builds
yes, unity audio is disabled
yes, we are using AAB
yes, 2.02.04; no, we didn’t update yet
no, there are no other logs
Why would AAB and PlayConsole test make a difference?
Hi, thank you for confirming that.
Does your bug-reporting software provide a stack trace?
I am trying to find variations that may be causing the issue and or point us in the right direction to finding a solution.
Without more information about this issue, it will be hard to resolve. If you can provide anything that may have any more information that would be really helpful.