FMOD Output Devices constantly losing device

Hi,

So I’ve been having this consistent issue with FMOD losing focus of my audio device. There’s no warning that this has happened expect metering will disappear within FMOD. Also active mutes states still work, but panning will stop working. If I have a bunch of tracks muted and then I go and re-select my audio device, even though the tracks are still muted FMOD will begin playing everything back as if unmuted. Live update with Unity does not connect when this happens.

It seems to occur when I open or use Unity or Reaper, for example, then jump back into FMOD.

Windows 11 pro - 25H2

FMOD 2.03.12

A couple questions:

  • What audio driver is Unity or Reaper using?
  • What audio driver is FMOD Studio using?
  • Do you receive any warnings or errors in the Studio console (Window → Console → Logging tab) when this occurs? If so, can you share the logged messages?

It’s hard to grab a copy of the error text as it’s constantly updating, but this is what’s appearing in the console log.

Audio Driver: 4.0.9.2009 (Motu 828es)

This appears as MOTU Pro Audio in Fmod and Reaper.

Unity I believe just uses the whatever device WIndows 11 is using - i see nowhere in the settings to select an audio device in Unity


11:38:07 fmod_output_asio.cpp(99), OutputASIO::enumerate(): You can only have a single instance of ASIO active at a time.

11:38:07 “FMOD_ERROR (47): Error initializing output device, but more specifically, the output device is already in use and cannot be reused.”

11:38:07 “FMOD_ERROR C:\\buildagent1\\work\\c1c3f17eb167c494\\studio\\src\\SoundSystem.cpp(496): mSystem->update()”

11:38:07 fmod_output_asio.cpp(99), OutputASIO::enumerate(): You can only have a single instance of ASIO active at a time.

11:38:07 “FMOD_ERROR (47): Error initializing output device, but more specifically, the output device is already in use and cannot be reused.”

11:38:07 “FMOD_ERROR C:\\buildagent1\\work\\c1c3f17eb167c494\\studio\\src\\SoundSystem.cpp(496): mSystem->update()”

11:38:07 fmod_output_asio.cpp(99), OutputASIO::enumerate(): You can only have a single instance of ASIO active at a time.

11:38:07 “FMOD_ERROR (47): Error initializing output device, but more specifically, the output device is already in use and cannot be reused.”

11:38:07 “FMOD_ERROR C:\\buildagent1\\work\\c1c3f17eb167c494\\studio\\src\\SoundSystem.cpp(496): mSystem->update()”

11:38:07 fmod_output_asio.cpp(99), OutputASIO::enumerate(): You can only have a single instance of ASIO active at a time.

11:38:07 “FMOD_ERROR (47): Error initializing output device, but more specifically, the output device is already in use and cannot be reused.”

11:38:07 “FMOD_ERROR C:\\buildagent1\\work\\c1c3f17eb167c494\\studio\\src\\SoundSystem.cpp(496): mSystem->update()”

11:38:07 fmod_output_asio.cpp(99), OutputASIO::enumerate(): You can only have a single instance of ASIO active at a time.

11:38:07 “FMOD_ERROR (47): Error initializing output device, but more specifically, the output device is already in use and cannot be reused.”

11:38:07 “FMOD_ERROR C:\\buildagent1\\work\\c1c3f17eb167c494\\studio\\src\\SoundSystem.cpp(496): mSystem->update()”

11:38:07 fmod_output_asio.cpp(99), OutputASIO::enumerate(): You can only have a single instance of ASIO active at a time.

11:38:07 “FMOD_ERROR (47): Error initializing output device, but more specifically, the output device is already in use and cannot be reused.”

11:38:07 “FMOD_ERROR C:\\buildagent1\\work\\c1c3f17eb167c494\\studio\\src\\SoundSystem.cpp(496): mSystem->update()”

Thanks for the log! I suspect the issue is that FMOD is attempting to contest use of the ASIO driver while it’s in exclusive mode, which is why you’re getting the log that the device is already in use. To work around this, you’ll either need to disable exclusive mode for your ASIO driver, or set Studio to output to a different driver like WASAPI.

Is there a downside to using WASAPI over ASIO in FMOD?

How do i disable exclusive mode? Is that something withing FMOD, or is this something that might be set in Windows, Unity, or Reaper?

Thanks for the help.

Not really…a little bit more latency but to be honest I find that useful because it represents more closely the audio conditions on user platforms.

There’ll be a setting in Reaper or in the Windows audio control panel.

Thanks! I’ll leave it on WASAPI for now.

Control Panel / Sound / Audio Device properties / Advanced for windows exclusive control.