Kart Minigame tutorial Unity doesn't find new FMOD music events

Hi!

I’m following step by step the Kart Minigame tutorial. I changed the engine sound, the ambience, and everything seemed to work fine until I noticed it wasn’t really updating sounds based on what I loaded on FMOD.

I realized that when I created (as the tutorial said) a new 2D timeline event for a new music track, assigned it to the music Banks, built the project etc. and then in Unity it wasn’t there.

Basically, it doesn’t find the corresponding FMOD studio event emitter - as you can see in the screenshot, there should be a new track I called “KART_MUSIC” in the music folder, but it’s not there.

That said, I noticed in the console that I get 999+ errors which are basically the first two, the last one, and the other repeated.

Also, I don’t know if this can be an issue, but when I imported FMOD from my assets it wouldn’t let me check out the “Update event references” as it was shown in the tutorial (it was green and not yellow as you can see in the screenshot).

Sorry, I just started. Anybody knows what’s the issue?

Macbook pro max m1, Ventura 13.7.1
Unity 2021.3.45f1
FMOD 2.02.24

Thanks!

Stefano

There’s a couple things this could be, can I get you to do the following?

  • Take a screenshot of your Bank Import settings in Unity under FMOD → Edit Settings
  • Take a screenshot of your “Built banks output directory” in FMOD Studio under Edit → Preferences → Build

The import settings and bank locations not lining up is the regular culprit of these sorts of issues.

I’d also recommend double-checking the location of the event in FMOD Studio in the event editor, that it’s assigned to the music bank, and that the banks are being built successfully on disk (i.e. check the last modified time). You should also force a bank refresh in Unity from FMOD → Refresh Banks to ensure that the updated music bank is being registered in Unity.

See here for how to resolve the error spam: Integration tutorial issue: AudioPlayableOutput::OnApplyFMOD: Could not get FMOD System - #2 by Leah_FMOD

This should be fine.

So, I feel a little bit stupid.

Basically, when I first-first started studying FMOD, I created another project with the same name. Then, I had to re-install Unity and FMOD for other reasons and I thought I deleted the original project, but it was still there, so it was referencing that one instead of the new one, which was in the hidden library → application support etc. So, as you said, that was the issue. I also solved the 999+ errors, thanks, but I still get two of these:

" [FMOD] Unable to load Dialogue_EN - bank already loaded. This may occur when attempting to load another localized bank before the first is unloaded, or if a bank has been loaded via the API."

I uploaded a screenshot (also, the two screenshots you requested, I don’t know if you still need them).

I guess it’s a matter of finding if there are other audio tracks or banks triggering events and this error?

Thanks a lot for the assistance.

Stefano

No problem, happy to hear you managed to resolve those errors.

This warning is benign. FMOD Studio has a Localized Audio Tables feature, which will produce a separate bank for each language being used - the example project has three localized banks. By default, the FMOD for Unity integration loads all bank (which you can see in the Initialization section of FMOD Settings in Unity), so these two warnings are being produced by the integration trying to load two of the localized banks after already loading the first.

For the purpose of following along with the Karting minigame tutorial, you don’t need to resolve this warning. However, if you do want to resolve it anyway, you can change the “Load Banks” option under the Initialization section of the FMOD Unity settings to “Specified”, and then manually specify the banks to load, excluding additional versions of the Dialogue bank.