# Missing DSPs, sounds won't play

**URL:** https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099
**Category:** Unreal Engine
**Created:** [December 15, 2021, 1:38am UTC](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099 "2021-12-15T01:38:28Z")
**Posts on this page:** 7
**Page:** 1

<div class="post-metadata">

### Author: ![crossmr2](https://avatars.discourse-cdn.com/v4/letter/c/f1d935/32.png) [@crossmr2](https://qa.fmod.com/u/crossmr2)
#### Post date: [December 15, 2021, 1:38am UTC](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099/1 "2021-12-15T01:38:28Z")

</div>

While there are a couple of old topics on this, the documentation they link to is broken. It looks like FMOD updated the documentation links and didn’t set up any redirects.

I’m coming into a project using FMOD, and FMOD throws several errors when loading. I’m not overly familiar with it, and simply want to put in whatever missing files there are. Is there a clear guide for this? I assume whoever it was that set this up didn’t copy these files in.

I’m seeing the following errors on start:

```auto
LogFMOD: Error: Failed to load plugin 'OculusSpatializerFMOD', sounds may not play
LogFMOD: Warning: c:\jk\workspace\Build __2.2__ Unreal_Win\studio_api\src\fmod_effect.cpp(202) - Missing DSP plugin 'Oculus Spatial Reverb'
LogFMOD: Error: c:\jk\workspace\Build __2.2__ Unreal_Win\studio_api\src\fmod_runtime_manager.cpp(1267) - DSP plugin returned an error, bank will not load properly.
LogFMOD: Warning: c:\jk\workspace\Build __2.2__ Unreal_Win\studio_api\src\fmod_effect.cpp(202) - Missing DSP plugin 'Oculus Ambisonics'
LogFMOD: Error: c:\jk\workspace\Build __2.2__ Unreal_Win\studio_api\src\fmod_runtime_manager.cpp(1267) - DSP plugin returned an error, bank will not load properly.
LogFMOD: Warning: c:\jk\workspace\Build __2.2__ Unreal_Win\studio_api\src\fmod_effect.cpp(202) - Missing DSP plugin 'Oculus Ambisonics'
LogFMOD: Error: c:\jk\workspace\Build __2.2__ Unreal_Win\studio_api\src\fmod_runtime_manager.cpp(1267) - DSP plugin returned an error, bank will not load properly.
LogFMOD: Warning: c:\jk\workspace\Build __2.2__ Unreal_Win\studio_api\src\fmod_effect.cpp(202) - Missing DSP plugin 'Oculus Ambisonics'
LogFMOD: Error: c:\jk\workspace\Build __2.2__ Unreal_Win\studio_api\src\fmod_runtime_manager.cpp(1267) - DSP plugin returned an error, bank will not load properly.

```

---

<div class="post-metadata">

### Author: ![crossmr2](https://avatars.discourse-cdn.com/v4/letter/c/f1d935/32.png) [@crossmr2](https://qa.fmod.com/u/crossmr2)
#### Post date: [December 15, 2021, 8:55am UTC](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099/2 "2021-12-15T08:55:42Z")

</div>

I was able to sort this finally and clear this error by copying over a dll and creating a plugins.txt file. I finally found the documentation on it. However I now have a new issue where regular audio plays on my rift in editor, but FMOD sounds only play through the attached USB headset and not the rift. Building it and running it on a quest gives me no audio there either.

UE4 4.26 and FMOD 2.02.04

---

<div class="post-metadata">

### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [December 20, 2021, 12:46am UTC](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099/3 "2021-12-20T00:46:48Z")

</div>

Are you getting any FMOD related errors or warnings when running?  
For the Quest you’ll need to follow the [Android platform specifics](https://fmod.com/resources/documentation-unreal?version=2.02&page=platform-specifics.html#android) docs, which describe how to add an APL.xml file and stage the Mobile banks. The relevant .so file should be in the “FMOD/android” directory of the [Oculus spatializer package](https://developer.oculus.com/downloads/package/oculus-spatializer-fmod/). I realize this setup isn’t clear at all so I have made a task to update the docs to make it explicit that Android requirements also apply to Quest.  
For the Rift you shouldn’t need these additional steps, perhaps you could try setting a different driver using [System::setDriver](https://fmod.com/resources/documentation-api?version=2.02&page=core-api-system.html#system_setdriver) and see if that gets audio outputting where you want it to?

---

<div class="post-metadata">

### Author: ![crossmr2](https://avatars.discourse-cdn.com/v4/letter/c/f1d935/32.png) [@crossmr2](https://qa.fmod.com/u/crossmr2)
#### Post date: [December 20, 2021, 3:26am UTC](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099/4 "2021-12-20T03:26:49Z")

</div>

There are no FMOD related errors when running. After I figured out how to copy in the oculus spatializer and create the plugins.txt file, the errors I was getting went away. Now it’s just the issue of the FMOD audio coming from the attached USB headset and the rest of the audio coming from the oculus rift. The project itself is a blueprint only project, so there is no C++. I’ll be adding c++ to address an issue with another plugin, so I could try and see if that helps or not.

---

<div class="post-metadata">

### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [December 20, 2021, 6:01am UTC](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099/5 "2021-12-20T06:01:07Z")

</div>

Adding C++ is definitely a good place to start. Definitely also try manually setting [System::setDriver](https://fmod.com/resources/documentation-api?version=2.02&page=core-api-system.html#system_setdriver). We have a [Unity C# example](https://fmod.com/resources/documentation-unity?version=2.02&page=examples-oculus-setup.html) on how to do this for Oculus which should at least give you an idea of how to set a different driver.

---

<div class="post-metadata">

### Author: ![crossmr2](https://avatars.discourse-cdn.com/v4/letter/c/f1d935/32.png) [@crossmr2](https://qa.fmod.com/u/crossmr2)
#### Post date: [December 23, 2021, 12:23am UTC](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099/6 "2021-12-23T00:23:42Z")

</div>

I had a few other things to work on and was just getting to this now. I notice, through other posts, that you guys said that you fixed this in 2.01.00 so why is this still an issue in 2.02.x?

> [@FMOD does not auto-switch to the default playback device](https://qa.fmod.com/t/fmod-does-not-auto-switch-to-the-default-playback-device/15884):
>
> Hello I’ve noticed that when I change the default playback device from the bottom right of my taskbar, FMOD still continues playback on the previous device. While going through some other posts I got to know that there is System::setDriver that can be used to switch audio devices, but since UE4 (and literally every other active application) switches the audio device automatically, I was hoping that this capability is present in FMOD too? I also noticed the same behavior in FMOD studio. The stud…

It seems like having to manually choose a driver to pipe the sound through is a bit of a guess, whether it’s windows default audio, or different VR headsets. Is it really that difficult to tell fmod to use the same audio output as whatever UE4 is currently using?

---

<div class="post-metadata">

### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [December 29, 2021, 10:15pm UTC](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099/7 "2021-12-29T22:15:04Z")

</div>

Unfortunately setting the driver is the developer’s responsibility on Rift, please see the [Rift Audio documentation](https://developer.oculus.com/documentation/native/pc/dg-vr-audio/) for more details. Regardless of this requirement, it should certainly be something we mention in our docs as well; I will make another task to address this blind spot.  
Has manually setting the driver fixed the issue for you?
