# Sequencer playback Issue

**URL:** https://qa.fmod.com/t/sequencer-playback-issue/14288
**Category:** Unreal Engine
**Created:** [January 9, 2019, 12:27pm UTC](https://qa.fmod.com/t/sequencer-playback-issue/14288 "2019-01-09T12:27:56Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![BalthazarVR](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/balthazarvr/32/89_2.png) [@BalthazarVR](https://qa.fmod.com/u/BalthazarVR)
#### Post date: [January 9, 2019, 12:27pm UTC](https://qa.fmod.com/t/sequencer-playback-issue/14288/1 "2019-01-09T12:27:56Z")

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Hello,  
We’ve been using Fmod/Unreal and Its sequencer for a while but stumbled on a issue yesterday with the latest Studio version (1.10.10) running with the 4.20.3 version of UE:  
On startup the banks load and every event track plays and stops properly in the sequencer but when rebuilding the banks (with UE editor running in the background) and when I playback again in the sequencer I have no sound at all with the same events in the sequencer and I get this message In the Output Log:

> ```
> LogFMOD: Error: 'StudioInstance->setUserData(this)' returned 'An invalid object handle was used.'
> LogFMOD: Error: 'StudioInstance->setCallback(UFMODAudioComponent_EventCallback)' returned 'An invalid object handle was used.'
> LogFMOD: Error: 'StudioInstance->start()' returned 'An invalid object handle was used.'
> 
> ```

The banks are still there and I can correctly preview them in the content browser though…  
When I restart the editor everything is fine, but I can’t afford to restart the editor each time the banks are rebuilt 😕

Is there any compatibility issue known with this version ? Maybe there is a way to troubleshoot this. Or if someone could point us towards a prior version of studio without these sequencer compatibility issues with the 4.20.3 that would be great!  
Thanks for any help!

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### Author: ![BalthazarVR](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/balthazarvr/32/89_2.png) [@BalthazarVR](https://qa.fmod.com/u/BalthazarVR)
#### Post date: [January 9, 2019, 5:32pm UTC](https://qa.fmod.com/t/sequencer-playback-issue/14288/2 "2019-01-09T17:32:53Z")

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I tried today with blanks projects on UE 4.20 and 4.19 and 4.16 with all compatible versions of Fmod and still got this same issue. Until I reverted with the one we used with our previous project: the 1.09.06 version and it worked like a charm… We already moved on with 4.20 and 1.09.06 is not compatible so we’re stuck.  
Any help ?

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### Author: ![jlecorre](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jlecorre/32/94_2.png) [@jlecorre](https://qa.fmod.com/u/jlecorre)
#### Post date: [January 11, 2019, 4:02pm UTC](https://qa.fmod.com/t/sequencer-playback-issue/14288/3 "2019-01-11T16:02:29Z")

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If anyone else encounters the same issue, we got an answer from @cameron-fmod by e-mail:

> After some testing, it looks like this is caused by the StudioInstance pointer in the FMODAudioComponent becoming invalidated but not cleaned up.
> 
> If you could test this for me, to make sure I’m not missing anything with my test, I would be extremely grateful.
> 
> In UFMODAudioComponent::PlayInternal, line 648 there should be:  
> if (StudioInstance == nullptr)
> 
> Change this to:  
> if (!(StudioInstance && StudioInstance-\>isValid()))
> 
> This will make check to see if the pointer contains a valid instance before attempting to play.

This did solve the problem for us.

Thanks, Cameron!

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### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [January 13, 2019, 9:36pm UTC](https://qa.fmod.com/t/sequencer-playback-issue/14288/4 "2019-01-13T21:36:19Z")

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I’ll make sure this is added for the next release.
