PS5 audio freeze

Hi,
UE 4.27plus latest from Epic’s Github. Sony SDK 7.0 FMOD 2.02.14
Whan launching game on PS5 after loading audio banks our logs are spammed with this message:

[2023.07.14-08.04.16:148][  0]LogAudio: Warning:
00:12:58    Dump of call to sceAudioOut2PortSetAttributes:
00:12:58        PortHandle: 69273723264
00:12:58        SceAudioOut2Attribute:
00:12:58            attributeId: 0                
00:12:58            value: SceAudioOut2Pcm    
00:12:58                    data: 0x13ce000 (2048 samples)
00:12:58            valueSize: 8
00:12:58            
00:12:58        Result: SCE_AUDIO_OUT2_ERROR_INVALID_PARAM 

This is causing title to freeze.

In Ps5Engine.ini I have:

[Audio]
AudioDeviceModuleName=
AudioMixerModuleName=
AudioDeviceModuleName=Ngs2
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=PS5AudioFeatures
UseAudioMixer=true

What am I missing?

Have a great day :slight_smile:
Marcin

Hi,

The issue is FMOD won’t work with built-in UE audio without engine modification (Unreal Integration | Platform Specifics - PS5). In your PS5Engine.ini you are both disabling and setting the AudioDeviceModule and Mixer. There is a linked forum post here: which outlines the modifications required to get FMOD to work with UE audio: https://qa.fmod.com/t/unreal-video-playback-with-audio-on-ps5/16555/2.

Another solution is just disabling UE audio altogether.

Hope this helps.

Hi,

I am having the same problem on Unreal Engine 5.6. This is what the spammed messages look like:

66:37:56	[2026.09.11-15.03.21:969][  0]LogAudio: Warning:
66:37:56	Dump of call to sceAudioOut2PortSetAttributes:
66:37:56	    PortHandle: 34419244032
66:37:56		SceAudioOut2Attribute:
66:37:56			attributeId: 0				
66:37:56			value: SceAudioOut2Pcm	
66:37:56					data: 0x804b2000 (2048 samples)
66:37:56			valueSize: 8
66:37:56			
66:37:56		Result: SCE_AUDIO_OUT2_ERROR_INVALID_PARAM

Disabling the Unreal Audio Device in Config/PS5/PS5Engine.ini as outlined in the documentation did not fix anything. I am 100% sure it’s the right file in the correct location. The link to the forum post on how to make FMOD work with UE audio, linked both here and in the official documentation, is broken for me; I don’t know if I need extra permissions to access it or if it has been deleted but I truly hope it’s the former.

Please, if anyone has any help with this, I’d appreciate it. I can’t find any further information about this issue.

EDIT: it’s worth mentioning that I’m using PS5 SDK 11.000. My team are planning to eventually switch to an updated SDK, but not before migrating to UE 5.8, and we’re trying to get PS5 builds to run before doing this.

EDIT 2: these messages go away if I pass -nosoundas an argument to the executable, so I know that the underlying cause is probably the same. However, I need an actual fix instead of a workaround.

Hi,

Thanks for the info and the workaround. Could I please grab your FMOD integration version?

Hi Connor, thanks for replying! My integration version is 2.03.12.

Thank you for the information. Unfortunately, I was not able to reproduce the issue. Would it be possible the share your PS5Engine.ini file and its full file path?

Sure. The path is MyGame/_dev/Project/Platforms/Config/PS5Game.ini. The _devfolder isn’t entirely standard, but we work with separate environments for developers and artists/designers so we symlink to everything inside _dev/Projector _user/Projectaccordingly. These are the contents:

[/Script/UnrealEd.ProjectPackagingSettings]
-DirectoriesToAlwaysStageAsNonUFS=(Path="_Shared/Sound/FMOD/Desktop")
+DirectoriesToAlwaysStageAsNonUFS=(Path="_Shared/Sound/FMOD/PS5")

[Staging]
+AllowedDirectories="<REDACTED>/Windows"

[Audio]
AudioDeviceModuleName=
AudioMixerModuleName=

The other two sections work properly, since PS5 cooking and staging was downright failing until I added them. The allowed directory contains 3D models of literal windows.

It looks like your .ini files are different to mine. Would it be possible to test putting PS5Engine.ini in

UEPROJECT\Config\PS5

With:

[Audio]

AudioDeviceModuleName=

AudioMixerModuleName=

Then PS5Game.ini in

UPROJECT\Platforms\PS5\Config

With:

[/Script/UnrealEd.ProjectPackagingSettings]

-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")

+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/PS5")

I am not sure what the exact corresponding directories would be for your project but this should allow it to work. The final layout should be:

Project root
├── Config
│   └── PS5
│       └── PS5Engine.ini
└── Platforms
    └── PS5
        └── Config
            └── PS5Game.ini