I’m a sound modder for the game War Thunder that uses FMOD to change the in-game audio; and when I build the files into a bank, it no longer works and I cannot hear anything in-game. I already asked the sound developer for War Thunder if there might be an issue on their game side, but I also have a suspicion that there is a limit as to how big I can make a bank or bank files, such as space or how many individual files are used. For reference, when the banks are built it uses 1036 files and comes out to ~4GB. Also, I have asked other modders if they have come to a problem like mine, but so far none I have asked have experienced this since I am one of the only ones with a mod this big, so I would really appreciate some guidance as to what is happening, thank you.
There’s an approximate upper limit in file size for a single bank around 4GB where you’ll likely begin running into issues. I’d recommend compressing your assets more to reduce the size of your bank(s) Beyond that I’m afraid I can’t be of much help, as modding falls outside of the scope of FMOD support.
That’s ok, thank you for the insight. If you don’t mind me asking, where could I compress my assets more? Is that something I can do inside of FMOD or do I need to do it before importing them?
You can set the compressing settings for assets or folders in the Asset Browser. When your banks are built, the source assets will be encoded following the specified settings. For more info, you can read the Compression and Platform Encoding section of the Managing Assets chapter in the Studio docs.
Another question just from my experimentation so far… when setting the “Advanced Loading Mode” to “Streaming”, does that decompress the audio and allow it to play at original quality? Because when I have the Vorbis compression at 1%, in-game the audio still sounds relatively the same.
The advanced loading mode setting changes how the asset will be loaded at runtime; it doesn’t change the quality of the compression. You can read the effects of each loading mode setting in the Loading Modes section of the Compressions and Platform encoding doc I linked before.