# No sound with Google Play Games on PC Developer Emulator

**URL:** https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545
**Category:** FMOD Engine
**Tags:** android
**Created:** [January 25, 2025, 5:08pm UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545 "2025-01-25T17:08:56Z")
**Posts on this page:** 13
**Page:** 1

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### Author: ![janne-hmp](https://avatars.discourse-cdn.com/v4/letter/j/0ea827/32.png) [@janne-hmp](https://qa.fmod.com/u/janne-hmp)
#### Post date: [January 25, 2025, 5:08pm UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/1 "2025-01-25T17:08:56Z")

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I’m developing a game called GnollHack ([GitHub - hyvanmielenpelit/GnollHack: Rogue-like game based on NetHack](https://github.com/hyvanmielenpelit/GnollHack)) which uses FMOD version 2.02.26 as a sound middleware. It works well on Android physical devices and Android emulator in Visual Studio. However, we just tested the new Google Play Games on PC Developer Emulator ([Download the Google Play Games on PC Developer Emulator &nbsp;|&nbsp; Android game development &nbsp;|&nbsp; Android Developers](https://developer.android.com/games/playgames/emulator)) through which one can play Android games on PC, and the sounds do not work there. FMOD does initialize successfully, though (no error).

It probably is some sort of an incompatibility between FMOD and Google Play Games on PC Developer Emulator. I just wanted to ask if anybody knows what the problem in fact is, and if there is a workaround for it?

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### 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: [January 30, 2025, 3:29am UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/2 "2025-01-30T03:29:37Z")

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Hi,

Unfortunately, I’ve haven’t been able to reproduce the behaviour you’re describing - I’m able to run builds of the FMOD examples included with the [FMOD Engine Android installer](https://www.fmod.com/download#fmodengine) and have sound output correctly from the Google Play Developer Emulator.

Could I get you to use [`Debug_Initialize`](https://www.fmod.com/docs/2.02/api/core-api-common.html#debug_initialize) before system creation/initialization to set `flags` to [`FMOD_DEBUG_LEVEL_LOG`](https://www.fmod.com/docs/2.02/api/core-api-common.html#fmod_debug_flags), create and run a debug build of the app on the emulator, and post a log captured by `logcat` where the issue occurs?

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<div class="post-metadata">

### Author: ![janne-hmp](https://avatars.discourse-cdn.com/v4/letter/j/0ea827/32.png) [@janne-hmp](https://qa.fmod.com/u/janne-hmp)
#### Post date: [January 30, 2025, 6:33pm UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/3 "2025-01-30T18:33:54Z")

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Here’s the log from the emulator using logcat.  
[log.txt](https://qa.fmod.com/uploads/short-url/7WvVsqEtpGwKGPakuMyQYGAFJnn.txt) (2.1 MB)

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<div class="post-metadata">

### Author: ![janne-hmp](https://avatars.discourse-cdn.com/v4/letter/j/0ea827/32.png) [@janne-hmp](https://qa.fmod.com/u/janne-hmp)
#### Post date: [January 30, 2025, 6:42pm UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/4 "2025-01-30T18:42:14Z")

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I’m using the following code to initialize FMOD in C# on Android before system creation:

```auto
        private static void LoadNativeLibrary(string libName)
        {
            Java.Lang.JavaSystem.LoadLibrary(libName);
        }

        public static void AndroidInit(Context p0)
        {
            LoadNativeLibrary("fmod");
            LoadNativeLibrary("fmodstudio");
            Org.Fmod.FMOD.Init(p0);
        }

```

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<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: [January 31, 2025, 4:30am UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/5 "2025-01-31T04:30:00Z")

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Sorry, I forgot to mention: you’ll need to use the logging version of the FMOD libs in order to have `Debug_Initialize` log correctly. Please swap to those libs, and capture and post the log again.

You can recognize the logging libs by the ‘L’ suffix in the library name, for example fmodL.dll or libfmodL.so. After ensuring the logging libs are correctly included in your solution, you’ll want to call `LoadNativeLibrary("fmodL");` and ``LoadNativeLibrary(“fmodstudioL”);` instead of the existing calls.

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<div class="post-metadata">

### Author: ![janne-hmp](https://avatars.discourse-cdn.com/v4/letter/j/0ea827/32.png) [@janne-hmp](https://qa.fmod.com/u/janne-hmp)
#### Post date: [January 31, 2025, 2:02pm UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/6 "2025-01-31T14:02:59Z")

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I believe that I already used those files earlier, as Debug\_Initialize crashes in the emulator without the libraries ending in L. But I will double-check.

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<div class="post-metadata">

### Author: ![janne-hmp](https://avatars.discourse-cdn.com/v4/letter/j/0ea827/32.png) [@janne-hmp](https://qa.fmod.com/u/janne-hmp)
#### Post date: [January 31, 2025, 2:46pm UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/7 "2025-01-31T14:46:38Z")

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I double-checked that the fmodL.so library was being used. Here’s the new (very similar) log from today. There only two FMOD lines there:

```auto
01-31 16:40:52.673 2732 2732 I fmod : FMOD_OS_Init : Detected CPU family: 5, features: 0xFF, cores: 4.
01-31 16:40:52.673 2732 2732 E fmod : FMOD_JNI_GetEnv : JNI_OnLoad has not run, should have occurred during System.LoadLibrary, or during FMOD_Android_JNI_Init if using NativeActivity.

```

It seems that JNI\_OnLoad does not run in the emulator, and then nothing else starts or gets logged.  
[log2.txt](https://qa.fmod.com/uploads/short-url/1DRs3KRAp2ra7Lr12haFjyc1G8T.txt) (1.7 MB)

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<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: [February 7, 2025, 3:57am UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/8 "2025-02-07T03:57:36Z")

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In that case, it’s likely that your program is missing a call to `org.fmod.FMOD.init()` on the Java side of things. I’m unsure on the specifics of MAUI, but if you don’t have the direct ability to call Java, you’ll have to use some kind of wrapper similar to what we do in the FMOD Unity integration:

```CSharp
// AndroidJavaClass is a Unity-specific class, dotnet/MAUI may have an equivalent
using (var fmodJava = new AndroidJavaClass("org.fmod.FMOD"))
{
    if (fmodJava != null)
    {
        fmodJava.CallStatic("init", activity);
    }
}

```

or directly call [FMOD\_Android\_JNI\_Init](https://www.fmod.com/docs/2.02/api/core-api-platform-android.html#fmod_android_jni_init) and the corresponding [FMOD\_Android\_JNI\_Close](https://www.fmod.com/docs/2.02/api/core-api-platform-android.html#fmod_android_jni_close) from a native activity.

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<div class="post-metadata">

### Author: ![sebas77](https://avatars.discourse-cdn.com/v4/letter/s/ed655f/32.png) [@sebas77](https://qa.fmod.com/u/sebas77)
#### Post date: [February 7, 2025, 5:49pm UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/9 "2025-02-07T17:49:43Z")

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I suppose is not a coincidence we are looking now to the same problem as we also need to port our game to the PC version in google store.  
We have the same problem: no audio in the emualtor.

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<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: [February 14, 2025, 3:35am UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/10 "2025-02-14T03:35:58Z")

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> [@sebas77](#):
>
> We have the same problem: no audio in the emualtor.

Thanks for letting me know. I’ve passed this issue along to the development team to take a closer look.

Just to confirm though, if you run an [Android FMOD Engine example](https://www.fmod.com/download#fmodengine) on the emulator, do you run into the same issue?

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<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: [February 16, 2025, 11:12pm UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/11 "2025-02-16T23:12:18Z")

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Just to expand on what I mentioned earlier in the thread: calling `LoadLibrary` from C# isn’t enough, because the context of the class loader is wrong - you’ll need to call `LoadLibrary` from Java. If this isn’t possible, then you’ll need to do as I’ve mentioned earlier in the thread, and call `FMOD_Android_JNA_Init` and `FMOD_Android_JNI_Close` from C# instead.

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<div class="post-metadata">

### Author: ![janne-hmp](https://avatars.discourse-cdn.com/v4/letter/j/0ea827/32.png) [@janne-hmp](https://qa.fmod.com/u/janne-hmp)
#### Post date: [February 17, 2025, 12:07am UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/12 "2025-02-17T00:07:40Z")

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Hi Leah, I’m not sure what has happened, but I just compiled the game again with the newest version of Visual Studio, and the sounds seem to work now. This is in fact the Xamarin version of the game; .NET MAUI has some other problems with the emulator, for which reason I cannot test it yet. It may also be that the emulator got automatically updated, but not sure about that.

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<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: [February 18, 2025, 2:05am UTC](https://qa.fmod.com/t/no-sound-with-google-play-games-on-pc-developer-emulator/22545/13 "2025-02-18T02:05:18Z")

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No problem, happy to hear that it’s working for you now. Feel free to let me know if you run into any more issues.
