# No sound issue (no error or warning)

**URL:** <https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869>\
**Category:** Unity\
**Created:** [May 1, 2025, 8:51am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869 "2025-05-01T08:51:11Z")\
**Posts on this page:** 12\
**Page:** 1

<div class="post-metadata">

**Author:** ![prunusnira](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/prunusnira/32/1523_2.png) [@prunusnira](https://qa.fmod.com/u/prunusnira)\
**Post date:** [May 1, 2025, 8:51am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/1 "2025-05-01T08:51:11Z")

</div>

Hello, I’m trying to use FMOD 2.03 with Unity 6, but There’s no sound out from Editor.

Please note that I only use LowLevelAPI as I need to load files from external assets  
(cuz i’m making a rhythm game)

Here’s code and FMOD settings on my project

```auto
        // class variables
        private FMOD.System fmod;
        private FMOD.ChannelGroup channelGroup;
        private List<FMOD.Channel> channels;
        private FMOD.Channel bgmChannel;
        private FMOD.Channel previewChannel;
        private FMOD.Channel hitChannel;

        private Dictionary<string, FMOD.Sound> soundLib;

        private static SoundControllerFMOD instance;
        public static SoundControllerFMOD Instance
        {
            get
            {
                if (instance == null)
                {
                    instance = new SoundControllerFMOD();
                }
                return instance;
            }
        }

```

* * *

```auto
        // Global singleton FMOD init here
        public SoundControllerFMOD()
        {
            FMODUnity.RuntimeManager.StudioSystem.getCoreSystem(out fmod);

            fmod.setOutput(FMOD.OUTPUTTYPE.AUTODETECT);
            fmod.init(512, FMOD.INITFLAGS.NORMAL, System.IntPtr.Zero);
            int device;
            Guid guid;
            int systemrate;
            SPEAKERMODE mode;
            int modechn;
            string name;
            fmod.getDriver(out device);
            fmod.getDriverInfo(
                    device,
                    out name,
                    256,
                    out guid,
                    out systemrate,
                    out mode,
                    out modechn
            );
            Debug.Log("DEVICE NAME: "+name);

            channels = new List<FMOD.Channel>();
            channelGroup = new FMOD.ChannelGroup();
            soundLib = new Dictionary<string, FMOD.Sound>();
        }

```

* * *

```auto
        // Sound play here
        public void PlayBGMSound(string name)
        {
            Debug.Log("FILE" + name);
            FMOD.RESULT result = fmod.playSound(
                soundLib[name],
                channelGroup,
                false,
                out bgmChannel
            );
            Debug.Log("BGM RESULT: "+result.ToString());
            bgmChannel.setVolume(Const.VolumeMaster * Const.VolumeSystemBGM);
            float vol;
            bgmChannel.getVolume(out vol);
            Debug.Log("BGM VOL: "+vol.ToString());
            FMOD.RESULT rst = bgmChannel.setMode(FMOD.MODE.LOOP_NORMAL);
        }

```

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/fe02dd047d383ebbfcd161f43f0ebdd9cbcabeda.png)

I don’t care about project cuz I don’t use studio API. Just a simple empty project file is here

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/e/ee5d8f0b04dc356a7b39a132accc7e02137c0b93.png)

FMOD Settings

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/1/108dec619efc35b652a44c36974c6cdc7620a36e.png)

Unity Project Settings - Audio

Global Volume is max and `Disable Unity Audio` checked.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/5/5757255e0ac5fc489ee0041822cb9e8ea146ab42.png)

playSound method gives me `FMOD_OK`, and volume is not 0

![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/c/c962409cd018724115c3756b5b2f8d60283b93b2.png)

Unity is not muted

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/a/ad7ca1576cca38836f92347645fed940e2174b90.png)

Channels has sound assets (channel keep changes as I make `createSound` methods) but actual volume is always -80 db

* * *

There’s no error, no warning, no other signs and no sound.

I tried in both Windows and Mac, and neither does not work.

Any help will be appreciated

Thanks

---

<div class="post-metadata">

**Author:** ![prunusnira](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/prunusnira/32/1523_2.png) [@prunusnira](https://qa.fmod.com/u/prunusnira)\
**Post date:** [May 1, 2025, 9:07am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/2 "2025-05-01T09:07:55Z")

</div>

A little update,

I uncheked `Disable Unity Audio` then I got sound working… (in both Windows and Mac)  
but afaik, it should be checked.

How should I change my settings?

---

<div class="post-metadata">

**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [May 5, 2025, 12:51am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/3 "2025-05-05T00:51:39Z")

</div>

Hi!

A few questions:

- Is there any particular reason you’re re-initializing the CoreSystem in `SoundControllerFMOD()`? `RuntimeManager` handles the entire lifetime of the FMOD System, and will have already initialized it. Try using the CoreSystem without reinitializing and see whether that helps.
- Where is the `channelGroup` being passed to `fmod.playSound()` in `PlayBGMSound()` coming from? Is it the one created in `SoundControllerFMOD()`?
- Can I get you to set your [logging level](https://www.fmod.com/docs/2.02/unity/settings.html#logging-level) to “Log” and [enable API error logging](https://www.fmod.com/docs/2.02/unity/settings.html#enable-api-error-logging), and post a full log from Unity where the issue is occurring?

---

<div class="post-metadata">

**Author:** ![prunusnira](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/prunusnira/32/1523_2.png) [@prunusnira](https://qa.fmod.com/u/prunusnira)\
**Post date:** [May 11, 2025, 10:42am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/4 "2025-05-11T10:42:55Z")

</div>

Hi @Leah_FMOD , thanks for response.

### About Initializing `CoreSystem` and `channelGroup` parameter

SoundControllerFMOD is a singleton instance which wraps initialization, play, pause, stop, memory management, preload, everything.

as it is a singleton instance, constructor will be executed only once during the entire game

Here’s whole SoundController class that I made

> **[The AI workspace that works for you. | Notion](https://www.notion.so/prunusnira/SoundControllerFMOD-cs-1f0d9363befe80e49b45ffd8dabb276c?pvs=4)**
>
> A tool that connects everyday work into one space. It gives you and your teams AI tools—search, writing, note-taking—inside an all-in-one, flexible workspace.

as you can see from the code, `channelGroup` is in this class too.

`soundLib` dictionary ( `Dictionary<string, FMOD.Sound>` ) is used to store keysound for each file so that I can easily find preloaded sound key file.

### About Logs

I found that there was initialization error in the middle of API logs

but this error also displayed when I unchecked `Disable Unity Audio` and sound working.

(for both Windows and Mac)

```auto
// on Windows

[FMOD] System::init(2048, 0, 0000000000000000) returned ERR_INITIALIZED for SYSTEM (0x1E178244038).
UnityEngine.Debug:LogError (object)
FMODUnity.RuntimeUtils:DebugLogError (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:594)
FMODUnity.RuntimeManager:ERROR_CALLBACK (intptr,FMOD.SYSTEM_CALLBACK_TYPE,intptr,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:142)
FMOD.System:init (int,FMOD.INITFLAGS,intptr) (at Assets/Plugins/FMOD/src/fmod.cs:1205)
BMSPlayer.SoundControllerFMOD:.ctor () (at Assets/Scripts/Core/Sound/SoundControllerFMOD.cs:40)
BMSPlayer.SoundControllerFMOD:get_Instance () (at Assets/Scripts/Core/Sound/SoundControllerFMOD.cs:29)
MusicListSoundCtrl:Awake () (at Assets/Scripts/MusicList/MusicListSoundCtrl.cs:19)

// on Mac

[FMOD] System::init(2048, 0, 0x0) returned ERR_INITIALIZED for SYSTEM (0x1386F0008).
UnityEngine.Debug:LogError (object)
FMODUnity.RuntimeUtils:DebugLogError (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:594)
FMODUnity.RuntimeManager:ERROR_CALLBACK (intptr,FMOD.SYSTEM_CALLBACK_TYPE,intptr,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:142)
FMOD.System:init (int,FMOD.INITFLAGS,intptr) (at Assets/Plugins/FMOD/src/fmod.cs:1205)
BMSPlayer.SoundControllerFMOD:.ctor () (at Assets/Scripts/Core/Sound/SoundControllerFMOD.cs:40)
BMSPlayer.SoundControllerFMOD:get_Instance () (at Assets/Scripts/Core/Sound/SoundControllerFMOD.cs:29)
MusicListSoundCtrl:Awake () (at Assets/Scripts/MusicList/MusicListSoundCtrl.cs:19)

```

* * *

**Full logs on Windows**

> **[The AI workspace that works for you. | Notion](https://www.notion.so/prunusnira/Error-Logs-on-Windows-1f0d9363befe80dd9d58c2fb085cfdaf?pvs=4)**
>
> A tool that connects everyday work into one space. It gives you and your teams AI tools—search, writing, note-taking—inside an all-in-one, flexible workspace.

**Full logs on Mac**

> **[The AI workspace that works for you. | Notion](https://www.notion.so/prunusnira/Logs-on-Mac-1f0d9363befe800fa724dc0f6e2b0d1e?pvs=4)**
>
> A tool that connects everyday work into one space. It gives you and your teams AI tools—search, writing, note-taking—inside an all-in-one, flexible workspace.

note, it worked when I used Unity 2021 with FMOD 2.01

---

<div class="post-metadata">

**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [May 12, 2025, 6:08am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/5 "2025-05-12T06:08:46Z")

</div>

Thanks for the logs and code!

`RuntimeManager` is similar to your own class `SoundControllerFMOD`, in that it’s a lazy-loaded singleton. Usually, the FMOD Studio listener component is responsible for the first call into RuntimeManager, which causes it to create and initialize its Studio System. By the time `fmod.init()` is called in `SoundControllerFMOD`, the system `fmod` that is retrieved is already initialized, leading to the `ERR_INITIALIZED` error.

This may or may not be the reason why you’re not getting any sound, but I’d recommend removing the call to `fmod.init()` in `SoundControllerFMOD` and any other similar functions that return an error as a test, and see whether that makes any difference.

> [@prunusnira](#):
>
> Please note that I only use LowLevelAPI as I need to load files from external assets  
> (cuz i’m making a rhythm game)

Since you only want Core API features, you will likely want to do one of the following things:

- Don’t interact with `RuntimeManager` at all, and instead create and initialize your own Core System in `SoundControllerFMOD` by interacting with the Core API’s C# wrapper directly. If you do this, you may wish to remove most/all of the FMOD for Unity integration code from your Unity project
- Leave the FMOD for Unity code as is, and either modify the code in `RuntimeManager` to suit your needs, and/or modify your own code to interact with `RuntimeManager` in a way that doesn’t interfere with how `RuntimeManager` is managing its FMOD system

* * *

If resolving the `ERR_INITIALIZED` error doesn’t resolve the issue, the fact that sounds are successfully being created and played but no output is occurring indicates that there’s either an issue with the output itself, or that the sounds aren’t connected to the mixer properly.

In this case, could I get you to modify `RuntimeManager` to pass the `PROFILE_ENABLE` and `PROFILE_METER_ALL` Core API flags to `studioSystem.initialize()` (~line 381), and use the Core API FMOD Profiler tool included with the [FMOD Engine installer](https://www.fmod.com/download#fmodengine) at `./bin/FMOD Profiler.exe` to see whether your created channels are connected to the DSP graph as expected? If you could share a screenshot from the Profiler here, that’d be great.

Enabling the “show volume” option when using `PROFILE_METER_ALL` flag will visualize metering in the Core API Profiler, and should help in observing signal slow throughout the DSP graph:

 ![profilertool](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/3/3c168466e36326f95f5101fa4a82f3ca1dad0565.png)

---

<div class="post-metadata">

**Author:** ![prunusnira](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/prunusnira/32/1523_2.png) [@prunusnira](https://qa.fmod.com/u/prunusnira)\
**Post date:** [September 5, 2025, 10:19am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/6 "2025-09-05T10:19:34Z")

</div>

@Leah_FMOD

Hello Leah,

I hope you’re doing well—it’s been a while!

I haven’t had much time to work on my personal project lately, but I finally got back to it.

Following your suggestion, I removed the `init` methods and other initialization-related code.

I also changed the class to inherit from `MonoBehaviour`, so that other components can access it using the `GetComponent` method:

```csharp
void Awake() {
    sound = GetComponent<SoundControllerFMOD>()
}

```

After these changes, the `ERR_INITIALIZED` errors are gone, which is great progress. However, I’m still having trouble getting the sound to actually play.

Here’s what I’ve confirmed so far:

- All sound files are loading correctly from storage.

- The device is not muted, and all sound devices are recognized properly.

- The `playSound` method returns `OK`.

- Channels are occupied and appear to be playing.

(Check screenshot below for details, including Profiler on windows)

Despite all this, I’m still not hearing any sound from the device.

And still I can hear sound with `Disable Unity Audio` unchecked.

Do you happen to have any ideas on what might be missing or what else I could check?

Thanks again for your time and help!

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/6/65c111c8586351c8c367d71b71ca60b56148ba41.png)

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/bc7f00591a6dc738b13e179f9268e1e1ebc4d59d.png)

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/1/1bfeee5b3f91b0e95bc4f8b1dd4acd03bf12ed76.png)

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/5/548ecc8b42a6e3cbd072d8975179f924614f3e7f.jpeg)

---

<div class="post-metadata">

**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [September 9, 2025, 6:49am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/7 "2025-09-09T06:49:14Z")

</div>

Thanks for doing your due diligence! Based on the screenshots and all the other info you’ve provided, it does seem like everything should be working. Just to sanity check though, is [System.update()](https://www.fmod.com/docs/2.02/api/core-api-system.html#system_update) being called?

If it is being called, could I get you to share your Unity project, or a stripped down version of it where you can still reproduce the issue, with me to test on my end? You can upload it to the “Uploads” section of your [FMOD user profile](https://www.fmod.com/profile#uploads).

---

<div class="post-metadata">

**Author:** ![prunusnira](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/prunusnira/32/1523_2.png) [@prunusnira](https://qa.fmod.com/u/prunusnira)\
**Post date:** [September 10, 2025, 2:48am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/8 "2025-09-10T02:48:16Z")

</div>

is `System.update()` also should be in log if I set logging level as `log` ?

if so, it is not working I think.

or is there any method that i can check whether System.update() is called?

Thanks again!

note. I tried to call system.update() manually inside `SoundControllerFMOD.cs` above, and it returned `OK` as result

```csharp

        private void Update()
        {
            FMOD.RESULT update = FMODUnity.RuntimeManager.CoreSystem.update();
            Debug.Log("UPDATE: " + update);
        }

```

---

<div class="post-metadata">

**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [September 12, 2025, 6:27am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/9 "2025-09-12T06:27:04Z")

</div>

> [@prunusnira](#):
>
> is `System.update()` also should be in log if I set logging level as `log` ?
> 
> if so, it is not working I think.
> 
> or is there any method that i can check whether System.update() is called?

`system.update()` isn’t logged, so there’s no way to check whether it’s being called besides that the function call is present in code, or that various commands submitted via the API are correctly being processed.

> [@prunusnira](#):
>
> note. I tried to call system.update() manually inside `SoundControllerFMOD.cs` above, and it returned `OK` as result
> 
> ```auto
> private void Update()
> {
> FMOD.RESULT update = FMODUnity.RuntimeManager.CoreSystem.update();
> Debug.Log("UPDATE: " + update);
> }
> 
> ```

Just to clarify, does ensuring `system.update()` is called in `MonoBehaviour.Update()`resolve the issue for you? If not, could I get you to upload your Unity project to your FMOD profile for me to take a look at, as noted in my last reply?

---

<div class="post-metadata">

**Author:** ![prunusnira](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/prunusnira/32/1523_2.png) [@prunusnira](https://qa.fmod.com/u/prunusnira)\
**Post date:** [September 13, 2025, 7:47am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/10 "2025-09-13T07:47:21Z")

</div>

> [@Leah\_FMOD](#):
>
> Just to clarify, does ensuring `system.update()` is called in `MonoBehaviour.Update()`resolve the issue for you?

No, it returned OK, but unfortunately there was no sound.

I have uploaded a part of my project (only one scene and the required files) on my profile page.  
The project runs with **Unity 6000.0.47f1**.

You can check whether the sound is working by scrolling through the list after the scene starts.

On scene, please check `Controller` object which has scripts

**Key Files:**

- `/Assets/Scripts/MusicList/MusicListUI.cs`

- `/Assets/Scripts/Core/Sound/SoundControllerFMOD.cs`

Thank you very much for your time and support!

---

<div class="post-metadata">

**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [September 22, 2025, 7:02am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/11 "2025-09-22T07:02:44Z")

</div>

Thanks for your patience,

The issue here appears to be that when Unity’s audio system is disabled, `AudioClip.GetData()` fails to populate the provided array with the clip’s sample data. Instead, the array is populated with zeroes, so when the data is played by FMOD there’s no audible signal. As per [Unity’s docs](https://docs.unity3d.com/6000.2/Documentation/ScriptReference/AudioClip.GetData.html),`GetData()` returns false if the operation fails; if you check the return value for line 244 of `SoundControllerFMOD.ConvertAudioClipToFMOD()`, you should be able to see this.

If you’re set on using `AudioClip` to manage your loose audio files, you’ll need to leave Unity’s audio system enabled. This should only be an issue on some console platforms like XBOX and PS5 where Unity and FMOD will compete for limited hardware resources.

---

<div class="post-metadata">

**Author:** ![prunusnira](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/prunusnira/32/1523_2.png) [@prunusnira](https://qa.fmod.com/u/prunusnira)\
**Post date:** [September 29, 2025, 9:21am UTC](https://qa.fmod.com/t/no-sound-issue-no-error-or-warning/22869/12 "2025-09-29T09:21:51Z")

</div>

Thank you!

I got sound working by removing AudioClips and moving them to StreamingAssets and play with their path.

I didn’t thought it would be this simple to solve the problem 😅
