Heya team! As discussed at High Score I’m having a number of issues with overloading in FMOD for BirdKnight.
We are using Unity Version: 2022.3.45f1
And FMOD Version: 2.02.22
Here are some of the errors we’re getting:
[FMOD] SoundSourceInstrumentInstance::startChannelIfReady : Loading delay exceeded, sound may play at incorrect time
UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:564)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:108)
[FMOD] EventInstance::update : Event {5ab02c98-8ea8-48ee-a673-9f8254d41407} has waited 10.0 seconds for DSP graph to go idle - check for plugins that may be keeping it active
UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:564)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:108)
[FMOD] OutputWASAPI::mixerThread : Starvation detected in WASAPI output buffer!
UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:564)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:108)
[FMOD] DSPJobList::addJob : DSP JobList expanding job from 1024 entries to 2048 entries.
UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:564)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:108)
[FMOD] AsyncCommandBuffer::growBuffer : Growing command buffer to 65536 bytes. Initial command buffer size can be tuned to avoid dynamic growth using Studio::System::setAdvancedSettings()
UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:564)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:108)
FMOD.Studio.EventInstance:set3DAttributes (FMOD.ATTRIBUTES_3D) (at Assets/Plugins/FMOD/src/fmod_studio.cs:1337)
FMODUnity.RuntimeManager:CreateInstance (FMOD.GUID) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:1198)
FMODUnity.RuntimeManager:PlayOneShot (FMOD.GUID,UnityEngine.Vector3) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:1232)
FMODUnity.RuntimeManager:PlayOneShot (FMODUnity.EventReference,UnityEngine.Vector3) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:1210)
AudioManager:PlayOneShot (FMODUnity.EventReference,UnityEngine.Vector3) (at Assets/Scripts/Audio/AudioManager.cs:97)
AudioEventsManager:PlayOneShotTrigger (FMODUnity.EventReference,UnityEngine.Vector3) (at Assets/Scripts/Events/EventManagers/AudioEventsManager.cs:11)
EnemyFootstepAudioController:CallFootstepAudioEvent () (at Assets/Scripts/Audio/EnemyFootstepAudioController.cs:44)
EnemyAnimationTriggerController:TriggerFootstepAudio () (at Assets/Scripts/Events/AnimationEventTrigger/EnemyAnimationTriggerController.cs:14)
[FMOD] PlaylistInstrumentInstance::startFullLengthHook : Attempting to schedule a sound in the past, this could cause inaccurate playback.
UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:564)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:108)
[FMOD] PlaylistInstrumentInstance::startFullLengthHook : Attempting to schedule a sound in the past, this could cause inaccurate playback.
UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:564)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:108)
Here are our FMOD and Unity FMOD settings:
FMOD and Unity Settings
Can you please give us some advice? Currently I can’t build a copy of the game without it trying to dump our banks (we use GitHub for source control), however my other programmer (who doesn’t have the FMOD Project) has no issues building the game (though he still gets the same errors).
Cheers!
Zak