Hi! I am relatively new to using fmod, and
I’ve encountered a problem with fmod Events, the sounds in the build work for a while, and after an indefinite period of time the whole sound breaks down and Fmod can’t find Events, the error message doesn’t give anything specific (at least to my novice eye) what do you think it could be and what can help with it?
Hi,
Thank you for the screenshot.
What version of the FMOD integration are you using:
How are you triggering the event Frostbolt_exp
?
The logs mention and object being deleted, do you know what object this is?
Hi!, thank you for the answer! im using the same 2.02.23 version, Frostbolt_exp triggers after “frostbolt” projectile destroys, about object being deleted, i suppose this is projectile being “destroyed” after hit
Thank you for the information, how are you triggering the events?
Would it be possible to update the FMOD integration settings with the following:
and share the full logs when trying to trigger the event.
hi again, thank you for your answer, here is the picture of FMOD logs after sound vanishes, i noticed that you are using FMOD studio project as source type, can this be a root of a problem? because i use single platform build, as for event triggering, im using object start and object destroy callbacks
I am terribly sorry but unity just wont give/generate me any logs, nothing i tried gave any result, and it seems im to new for the forum to attach editor.txt file
So god forgive me, i dont have any other choice.
FMOD] ObjectLookup::get : Lookup failed for BusModel: {b8b10103-7648-4ace-9221-ae9af05819dc}
UnityEngine.Debug:ExtractStackTraceNoAlloc (byte*,int,string)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:564)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:108)
FMOD.Studio.System:getBus (string,FMOD.Studio.Bus&) (at Assets/Plugins/FMOD/src/fmod_studio.cs:444)
FMODUnity.RuntimeManager:ApplyMuteState () (at Assets/Plugins/FMOD/src/RuntimeManager.cs:1418)
FMODUnity.RuntimeManager:Update () (at Assets/Plugins/FMOD/src/RuntimeManager.cs:519)
i get this in logs after sound dissapears
No worries, how are you currently loading banks?
The logs may be in the following location
"C:\Users\XXXX\AppData\LocalLow\DefaultCompany\FMODTesting10\Player.log"
, if the logs are present, could you please try uploading them to your Profile.
Thanks!
Hello again, thank you for your answer, unfortunately i just couldn’t find logs on file location you mentioned, maybe there is some problem with FMOD integration on my side? may the “single platform build” instead of FMOD studio project be a problem root?
Thank you for the screenshot. The Source Type
should not be affecting if FMOD can find events. Would it be possible to get a stripped out version of the Unity project uploaded to your profile for me to test on my end as well as the Studio project with the following settings:
Thanks
i uploaded unity project and Fmod package as you asked, please check it when you have the time, thanks.
Thank you! Your project looks awesome!
I see you are using eventInstance.IsValid()
to check before calling some FMOD function but I would suggest adding an FMOD_RESULT
to these functions as well to see exactly where we are loosing the events.
if (eventInstance.isValid())
{
FMOD.RESULT result = EventInstance.start();
if (result != FMOD.RESULT.OK)
{
Debug.LogError($"Failed to start {EventReference.Path} with error {result}");
}
}
If you could apply this to the FMOD calls it might help is identify where we are failing to find the events.
I also noticed you had two event emitters on the frostarrow
object:
This error can be fixed by pressing the spanner icon. If there are more of these errors they can be found using the
Update Event References
tool:I found 77 references that needed to be updated.
Hopefully with these changes issues will be more easily identified.
Hope this helps!