FMOD_SPEAKER_MAX' failed error

Hello, dear Fmod users and developers!
I have an error spamming in a project that uses Dolby Atmos 7.1.4 speaker layout as a main audio output. Some of the assets that i use in the project are 12-channel pre-mixed ADM files. I tried to remove those files from the project but the error seem to pop up sill. It also doesn’t affect the sound, but it making me and my programmers a little bit nervous. Do you know any ideas how to fix that?
Thank you so much in advance!

Hi,

A few questions:

  • What exact version FMOD for Unity and FMOD Studio are you using?
  • What “Surround Speaker Mode” is your target platform set to in FMOD Studio in Preferences → Build → Project platforms?
  • What channel format is the master bus output using with the target platform? You can check this by clicking on the master bus in the mixer, and right clicking on the output channels on the right side of the deck.
  • The assert should be coming from a Spatializer effect - are you able to narrow down which events are reproducing the assertion? If so, what channel format is the Spatializer (if any are in use) and event output using? What is the channel format of the signal that is flowing into the Spatializer?
  • Could I get you to set your Logging Level to Log and enable API Error Logging in FMOD for Unity’s settings, and post a log from Unity where the issue occurs for me to take a closer look at?

Hi, Leah!

  1. My Fmod version is 2.02.15 and Unity is 6.0.29f
  2. My “Surround Speaker Mode” in the build settings is 7.1 since it’s maximum available
  3. My master is set to 7.1.4
  4. Yes, i can narrow down which event is reproducing this assertion. The event is outputting 7.1.4 and the audio file there is ADM render in wav format that has 12 channels. Initially i used this event without the spatializer, but then i turned it on. However, this doesn’t affect the error, it still exists. I used 7.1.4 output on spatializer but it doesn’t have any effect
  5. Yes, i ll send you the logs in a moment

I underlined the audio file and the error, let me know if you need to see any other parts of the log

Thanks for the log - I can confirm that the assert is happening erroneously, and has been scheduled for a fix.

The assert itself is benign in this case, and should only happen in non-release builds where debugging is enabled, but if you’d like to strip the assert out of your Unity logs entirely, you can modify RuntimeManager.DEBUG_CALLBACK() to check for the assert message in the FMOD.DEBUG_FLAGS.ERROR so it can be ignored.

See this post for an example of how to do so, in this case with a WARNING instead of an ERROR: Adding signal DSP causes starvation - #7 by Leah_FMOD

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Thank you so much for your huge help! Have a great day!