I can’t seem to get FMOD working properly with quest shipping build through Unreal. My app just crashes before it even opens. The sounds work just fine through local development build.
I couldn’t find proper documentation for Unreal 4.23 on how to set up FMOD properly with Android builds.
Mine still doesn’t work. This is what I’ve tried including in my _APL.xml file. I am not sure what I am doing wrong. I am using the latest version of FMOD so and plug in files.
The app and sounds work just fine when I launch from within Unreal editor. The app continues working after even if I download it from Dashboard. However, if I clear all of that data and have a fresh install from Dashboard the app crashes. I only have few normal FMOD Ambient sound events set up. Nothing too complicated.
<?xml version="1.0" encoding="utf-8"?>
<!--Plugin additions-->
<root xmlns:android="http://schemas.android.com/apk/res/android">
<!-- init section is always evaluated once per architecture -->
<init>
<log text="ovrfmod APL init"/>
</init>
<!-- optional files or directories to copy to Intermediate/Android/APK -->
<resourceCopies>
<log text="Spatializer APL copying files for $S(Architecture)/"/>
<copyFile src="$S(PluginDir)/$S(Architecture)/libOculusSpatializerFMOD.so"
dst="$S(BuildDir)/libs/$S(Architecture)/libOculusSpatializerFMOD.so" />
<copyFile src="$S(PluginDir)/$S(Architecture)/libfmod.so"
dst="$S(BuildDir)/libs/$S(Architecture)/libfmod.so" />
<copyFile src="$S(PluginDir)/$S(Architecture)/libfmodL.so"
dst="$S(BuildDir)/libs/$S(Architecture)/libfmodL.so" />
<copyFile src="$S(PluginDir)/$S(Architecture)/libfmodstudio.so"
dst="$S(BuildDir)/libs/$S(Architecture)/libfmodstudio.so" />
<copyFile src="$S(PluginDir)/$S(Architecture)/libfmodstudioL.so"
dst="$S(BuildDir)/libs/$S(Architecture)/libfmodstudioL.so" />
<copyFile src="$S(PluginDir)/$S(Architecture)/libresonanceaudio.so"
dst="$S(BuildDir)/libs/$S(Architecture)/libresonanceaudio.so" />
</resourceCopies>
<!-- optional libraries to load in GameActivity.java before libUE4.so -->
<soLoadLibrary>
<log text="ovrfmod APL adding loadLibrary references"/>
<loadLibrary name="ovrfmod" failmsg="ovrfmod not loaded and required!" />
<loadLibrary name="OculusSpatializerFMOD" failmsg="ovrfmod not loaded and required!" />
</soLoadLibrary>
</root>
Hi lemonsprinkles, we’ve just found a bug which was the likely cause of your issue. A fix will be included in the next release of the FMOD Studio UE4 integration.
It should also be possible to workaround the issue by changing the “Built bank file separation” setting in your FMOD Studio project. Changing the setting to either “Build metadata and assets to separate banks” or “Build metadata, non-streaming assets, and streaming assets to separate banks” should avoid the issue.