# FMOD Unreal to Android Quest shipping build

**URL:** <https://qa.fmod.com/t/fmod-unreal-to-android-quest-shipping-build/15376>\
**Category:** Unreal Engine\
**Created:** [January 11, 2020, 7:19pm UTC](https://qa.fmod.com/t/fmod-unreal-to-android-quest-shipping-build/15376 "2020-01-11T19:19:08Z")\
**Posts on this page:** 8\
**Page:** 1

<div class="post-metadata">

**Author:** ![lemonsprinkles](https://avatars.discourse-cdn.com/v4/letter/l/9de0a6/32.png) [@lemonsprinkles](https://qa.fmod.com/u/lemonsprinkles)\
**Post date:** [January 11, 2020, 7:19pm UTC](https://qa.fmod.com/t/fmod-unreal-to-android-quest-shipping-build/15376/1 "2020-01-11T19:19:08Z")

</div>

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.

Thanks!

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<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [January 17, 2020, 12:40am UTC](https://qa.fmod.com/t/fmod-unreal-to-android-quest-shipping-build/15376/2 "2020-01-17T00:40:29Z")

</div>

The only two things to note should be:

- Make sure the integration is installed in the project and not the engine’s plugin directory.
- [Additional steps](https://fmod.com/resources/documentation-ue4?version=2.0&page=platform-specifics.html#android) will be required for plugins on Android.

Are you able to get any logging from the device?

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<div class="post-metadata">

**Author:** ![Garyyy](https://avatars.discourse-cdn.com/v4/letter/g/0ea827/32.png) [@Garyyy](https://qa.fmod.com/u/Garyyy)\
**Post date:** [February 12, 2020, 5:23pm UTC](https://qa.fmod.com/t/fmod-unreal-to-android-quest-shipping-build/15376/3 "2020-02-12T17:23:13Z")

</div>

I had the same issue, it works for some reason now…  
This was the crash I got:

```auto
* * * * * * * * * * * * * * * *
Build fingerprint: 'Xiaomi/cepheus_eea/cepheus:9/PKQ1.181121.001/V10.2.30.0.PFAEUXM:user/release-keys'
Revision: '0'
ABI: 'arm'
pid: 10669, tid: 10763, name: FMOD Fi-dinator >>> com.gryyy.racyyying <<<
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
Cause: null pointer dereference
    r0 00000000 r1 e21cdd00 r2 00000000 r3 00000000
    r4 bd6afa20 r5 c6cc1e0c r6 c6cc1e14 r7 00000000
    r8 bcbe6684 r9 bcfcebc8 r10 bcfcea1c r11 bcbe6740
    ip c6508498 sp bcbe6568 lr 00000000 pc c36ad6dc

backtrace:
    #00 pc 02d566dc /data/app/com.gryyy.racyyying-gjP_sx1HOT0wQ4H7OJCcRA==/lib/arm/libUE4.so (FAndroidPlatformFile::OpenRead(char16_t const*, bool, bool)+236)
    #01 pc 0407a6b8 /data/app/com.gryyy.racyyying-gjP_sx1HOT0wQ4H7OJCcRA==/lib/arm/libUE4.so (FPakPlatformFile::OpenRead(char16_t const*, bool)+340)
    #02 pc 02d86198 /data/app/com.gryyy.racyyying-gjP_sx1HOT0wQ4H7OJCcRA==/lib/arm/libUE4.so (FFileManagerGeneric::CreateFileReaderInternal(char16_t const*, unsigned int, unsigned int)+48)
    #03 pc 02990cf4 /data/app/com.gryyy.racyyying-gjP_sx1HOT0wQ4H7OJCcRA==/lib/arm/libUE4.so (FFMODFileSystem::Run()+196)
    #04 pc 02d9b810 /data/app/com.gryyy.racyyying-gjP_sx1HOT0wQ4H7OJCcRA==/lib/arm/libUE4.so (FRunnableThreadPThread::Run()+92)
    #05 pc 02d5bac0 /data/app/com.gryyy.racyyying-gjP_sx1HOT0wQ4H7OJCcRA==/lib/arm/libUE4.so (FRunnableThreadPThread::_ThreadProc(void*)+64)
    #06 pc 000717f1 /system/lib/libc.so (__pthread_start(void*)+22)
    #07 pc 0001e025 /system/lib/libc.so (__start_thread+24)

stack:
         bcbe6528 bcbe669c <anonymous:bcaeb000>
         bcbe652c 00000047
         bcbe6530 bcfcebc8 <anonymous:bcf3f000>
         bcbe6534 bcfcea1c <anonymous:bcf3f000>
         bcbe6538 bcbe6560 <anonymous:bcaeb000>
         bcbe653c c32c69e0 /data/app/com.gryyy.racyyying-gjP_sx1HOT0wQ4H7OJCcRA==/lib/arm/libUE4.so (_ZN17TStringConversionI20FTCHARToUTF8_ConvertLi128EEC2EPKDs+200)
         bcbe6540 bcbe6560 <anonymous:bcaeb000>
         bcbe6544 c36ac3f8 /data/app/com.gryyy.racyyying-gjP_sx1HOT0wQ4H7OJCcRA==/lib/arm/libUE4.so (_ZNK4TSetI6TTupleIJ7FString10TSharedPtrIN13FZipUnionFile5EntryEL7ESPMode1EEEE27TDefaultMapHashableKeyFuncsIS1_S6_Lb0EE20FDefaultSetAllocatorE6FindIdERKS1_+236)
         bcbe6548 bd6afa20 <anonymous:bd65b000>
         bcbe654c c6cc1e0c [anon:.bss]
         bcbe6550 c6cc1e14 [anon:.bss]
         bcbe6554 00000000
         bcbe6558 bcbe6684 <anonymous:bcaeb000>
         bcbe655c bcfcea1c <anonymous:bcf3f000>
         bcbe6560 bcbe6740 <anonymous:bcaeb000>
         bcbe6564 c36ad6c8 /data/app/com.gryyy.racyyying-gjP_sx1HOT0wQ4H7OJCcRA==/lib/arm/libUE4.so (_ZN20FAndroidPlatformFile8OpenReadEPKDsbb+216)
    #00 bcbe6568 00000000

```

Edit: I’m using UE 4.24

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<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [February 24, 2020, 4:29am UTC](https://qa.fmod.com/t/fmod-unreal-to-android-quest-shipping-build/15376/4 "2020-02-24T04:29:41Z")

</div>

What version of FMOD were you using when you got the crash?

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<div class="post-metadata">

**Author:** ![lemonsprinkles](https://avatars.discourse-cdn.com/v4/letter/l/9de0a6/32.png) [@lemonsprinkles](https://qa.fmod.com/u/lemonsprinkles)\
**Post date:** [March 8, 2020, 12:55am UTC](https://qa.fmod.com/t/fmod-unreal-to-android-quest-shipping-build/15376/5 "2020-03-08T00:55:10Z")

</div>

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>
```

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<div class="post-metadata">

**Author:** ![lemonsprinkles](https://avatars.discourse-cdn.com/v4/letter/l/9de0a6/32.png) [@lemonsprinkles](https://qa.fmod.com/u/lemonsprinkles)\
**Post date:** [March 8, 2020, 12:56am UTC](https://qa.fmod.com/t/fmod-unreal-to-android-quest-shipping-build/15376/6 "2020-03-08T00:56:26Z")

</div>

Posted a reply for you. Could you please guide me?

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<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [March 10, 2020, 10:18pm UTC](https://qa.fmod.com/t/fmod-unreal-to-android-quest-shipping-build/15376/7 "2020-03-10T22:18:39Z")

</div>

You should not need to add the FMOD libs to this as they are already specified in the FMODStudio\_APL.xml.

Are you able to get any logging from the device at all?  
What version of FMOD are you using?

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<div class="post-metadata">

**Author:** ![Derek\_Burnheim](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/derek_burnheim/32/261_2.png) [@Derek\_Burnheim](https://qa.fmod.com/u/Derek_Burnheim)\
**Post date:** [July 20, 2020, 11:44pm UTC](https://qa.fmod.com/t/fmod-unreal-to-android-quest-shipping-build/15376/8 "2020-07-20T23:44:07Z")

</div>

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.

The fix has been pushed to GItHub already ([https://github.com/fmod/ue4integration](https://github.com/fmod/ue4integration)) so you can grab it from there immediately if you like.

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.
