Plug-in Instruments (from RNBO) in Godot: "A requested output, dsp unit type or codec was not available"

Hello!
I’m trying to use the new RNBO wrapper (following the steps in the linked post) to create a plug-in instrument for our game in Godot.

This is working fine in Studio, but once I built and loaded the banks into godot (using the utopia-rise FMOD addon), I got the following error which is preventing the game from even running:

core/variant/variant_utility.cpp:1092 - A requested output, dsp unit type or codec was not available.class godot::Ref __cdecl godot::FmodCache::add_bank(const class godot::String &,unsigned int)src\fmod_cache.cpp47

I’m guessing it’s unable to load the plugin, but no clue how to even begin fixing the problem. Any help would be greatly appreciated!
(also sorry if I posted in the wrong place or am missing anything, first time posting here!)

Welcome, and no worries - you posted in the correct place.

The built plugin library that is used in FMOD Studio is also required to be loaded at runtime in the Studio API. This should be done after system initialization, but before loading banks that contain usages of the plugin, by retrieving the Core API system with Studio::System::getCoreSystem and calling System::loadPlugin with the Core system to load the plugin from the specified path.

I’m unsure whether the utopia-rise FMOD plugin has a way of handling plugin loading already - if not, you may need to modify its initialization code to load your plugin.

Awesome, thanks so much! I’m still not 100% sure how to go about this, but this direction is way clearer than anything I had initially. I’ll give it a try and update here if it works!

1 Like