Multiplatform build - Xbox One problem

Hi

I tried to test prototype-game with FMod on various platforms and each try was successful, except one - XBox One.

I can hear sound, but I got that an error.

SystemNotInitializedException: FMOD Studio initialization failed : Output forced to NO SOUND mode : ERR_INTERNAL : An error occurred that wasn’t supposed to. Contact support.
at FMODUnity.RuntimeManager.get_Instance () [0x00151] in D:\Projects2\FModConsoles\Assets\Plugins\FMOD\RuntimeManager.cs:110
at FMODUnity.RuntimeManager.get_StudioSystem () [0x00001] in D:\Projects2\FModConsoles\Assets\Plugins\FMOD\RuntimeManager.cs:116
at FMODUnity.RuntimeManager.GetBus (System.String path) [0x00000] in :0
at VolumeControl.Awake () [0x00023] in D:\Projects2\FModConsoles\Assets\VolumeControl.cs:23

VolumeControl.cs script below:

using FMOD.Studio;
using FMODUnity;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class VolumeControl : MonoBehaviour
{

private const string MASTER = "bus:/Master";

[SerializeField]
private Slider _volumeSlider;

[SerializeField]
private float _volume;

private void Awake()
{
    _volumeSlider = GetComponent<Slider>();
    _volume = _volumeSlider.value;
    Bus music = RuntimeManager.GetBus(MASTER);
    music.setVolume(_volume);

}

public void SetVolume()
{
    _volume = _volumeSlider.value;
    Bus music = RuntimeManager.GetBus(MASTER);
    music.setVolume(_volume);
}

}

I was using the same bank (with Vorbis format) for all platform. Why other platforms work and Xbox One not?

Best regards
Crane

Disable Unity’s built-in audio as specified here :

https://fmod.com/resources/documentation-api?page=content/generated/engine_new_unity/troubleshooting.html

It works, thank you :slight_smile: