Hey, so I’m on Mac 10.11.5 in Unity 5.5.2f1 and FMOD 1.09.03 with the same integration package, I’ve put gvraudio in the plugin list in FMOD settings as detailed in this thread.
http://www.fmod.org/questions/question/using-google-vr-plugin-with-fmod-studio-1-09-integration/
But this brings me to a new error.
SystemNotInitializedException: FMOD Studio initialization failed : Loading plugin ‘gvraudio’ from ‘/Users/petermulheron/Documents/Protools Sessions/VR Audio/UNITY 240317/Temp Set/Assets/Plugins/gvraudio.dll’ : ERR_FILE_NOTFOUND : File not found.
FMODUnity.RuntimeManager.CheckInitResult (RESULT result, System.String cause) (at Assets/Plugins/FMOD/RuntimeManager.cs:148)
FMODUnity.RuntimeManager.Initialiase (Boolean forceNoNetwork) (at Assets/Plugins/FMOD/RuntimeManager.cs:266)
FMODUnity.RuntimeManager.get_Instance () (at Assets/Plugins/FMOD/RuntimeManager.cs:79)
In Assets>Plugins there is a file gvraudio.bundle but its not recognising it because it’s not a .dll?
Any help would be very appreciated.
Thanks
It depends on the platform the project is being built for as well.
Each platform needs to have its own plugin dll next to the platforms dll’s.
Building and running on Mac will look for .bundle not .dll.
1 Like
Coming with the same error initializing gvraudio.dll on PC I have found that my project folder contains french accents (é è). I renamed and all work now as expected.
This appears to be a bug, only in LoadPlugin.
I have raised a task to fix this, thanks for pointing this out.
I have exactly the same problem. I’m French, so there are definitely accents. system.creatStream() does not support accents in the Path. I would like to know where it has been since 2018. I am on version 2.3.7. THANKS
Hi,
Thank you for sharing the version number.
Unfortunately, I’ve tested this locally using FMOD 2.03.07 but was unable to reproduce the issue. Here’s the code I used for testing:
using FMOD;
using FMODUnity;
using UnityEngine;
public class TestAccentPath : MonoBehaviour
{
void Start()
{
var system = RuntimeManager.CoreSystem;
string path = @"C:\Users\User\Desktop\New folder\échantillon.wav"; // Path with accented characterthe
RESULT result = system.createStream(path, MODE.DEFAULT, out Sound sound);
UnityEngine.Debug.Log("CreateStream result: " + result);
if (result == RESULT.OK)
{
result = system.playSound(sound, new ChannelGroup(System.IntPtr.Zero), false, out Channel channel);
UnityEngine.Debug.Log("PlaySound result: " + result);
}
}
}
Would it be possible to share the exact code snippet you are using so I can take a closer look?
Also, In Unity, could you please go to FMOD > About integration and send a screenshot of the FMOD Unity integration version you’re using?
Sorry, I’m not on Unity, I’m on Visual Studio C++/CLI. I just made a C++/CLI wrapper.
Thank you for the clarification!
I tested this using FMOD Engine 2.03.07 by modifying the play_sound.cpp
example to load a file from a path containing accented characters, but I wasn’t able to reproduce the issue as everything worked as expected on my end:
result = system->createSound(u8"C:/TestAudio/échantillon.wav", FMOD_DEFAULT, 0, &sound1);
ERRCHECK(result);
Would it be possible to share more details on how to reproduce the issue, and perhaps a code snippet from your C++/CLI wrapper?
In particular, it would be helpful to see how you’re converting or passing the file path to FMOD, as this could affect encoding.