UE4.25 No sound in android and plugin cannot find Master Bank!

Works in editor. no naming problem . Packaging settings are set to package all.

Have you added a Mobile platform to your FMOD Studio project and built the banks for the Mobile platform? The Mobile platform must also be using ā€œMobileā€ for its sub-output directory.

When building for Android our UE4 integration will copy the banks from the ā€œMobileā€ sub-output directory and the integration is hard-coded to use the ā€œMobileā€ sub-output directory at runtime.

Hey i added Mobile Platform it now detects which file to load but it crashes on loading files.

.FFMODStudioModule startup
[2020.07.16-10.02.44:006][ 0]LogFMOD: Lib path = ā€˜ā€¦/ā€¦/ā€¦/Titan/Plugins/FMODStudio/Binariesā€™
[2020.07.16-10.02.44:028][ 0]LogFMOD: Loading strings bank: ā€¦/ā€¦/ā€¦/Titan/Content/FMOD/Mobile/Master.strings.bank
[2020.07.16-10.02.44:031][ 0]LogFMOD: Skipping asset: bank:/Master.strings
[2020.07.16-10.02.44:032][ 0]LogFMOD: Constructing asset: /Game/FMOD/Events/Supra
[2020.07.16-10.02.44:032][ 0]LogFMOD: Constructing asset: /Game/FMOD/Buses/Reverb
[2020.07.16-10.02.44:032][ 0]LogFMOD: Skipping asset: bus:/
[2020.07.16-10.02.44:032][ 0]LogFMOD: Constructing asset: /Game/FMOD/Banks/Master
[2020.07.16-10.02.44:033][ 0]LogFMOD: Constructing asset: /Game/FMOD/Banks/Engines
[2020.07.16-10.02.44:045][ 0]LogFMOD: Creating runtime Studio System
[2020.07.16-10.02.44:056][ 0]LogFMOD: Default sample rate = 24000
[2020.07.16-10.02.44:056][ 0]LogFMOD: System sample rate = 48000
[2020.07.16-10.02.44:115][ 0]LogFMOD: Loading Banks
[2020.07.16-10.02.44:116][ 0]LogFMOD: Loading bank: ā€¦/ā€¦/ā€¦/Titan/Content/FMOD/Mobile/Engines.bank
[2020.07.16-10.02.44:196][ 0]LogAndroid: Error: === Critical error: ===
[2020.07.16-10.02.44:196][ 0]LogAndroid: Error:
[2020.07.16-10.02.44:196][ 0]LogAndroid: Error: Assertion failed: IsValid() [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Core/Public\Templates/SharedPointer.h] [Line: 879]
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error:
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error: [Callstack] 0x00000000C435D55C libUE4.so(0x00000000060C655C)!FAndroidPlatformFile::OpenRead(char16_t const*, bool, bool)
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error: [Callstack] 0x00000000C709FB60 libUE4.so(0x0000000008E08B60)!FPakPlatformFile::OpenRead(char16_t const*, bool)
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error: [Callstack] 0x00000000C449E0CC libUE4.so(0x00000000062070CC)!FCachedReadPlatformFile::OpenRead(char16_t const*, bool)
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error: [Callstack] 0x00000000C444E974 libUE4.so(0x00000000061B7974)!FFileManagerGeneric::CreateFileReader(char16_t const*, unsigned int)
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error: [Callstack] 0x00000000C35474B4 libUE4.so(0x00000000052B04B4)!FFMODFileSystem::OpenInternal(char const*, unsigned int*, void**)
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error: [Callstack] 0x00000000C3548484 libUE4.so(0x00000000052B1484)!FFMODFileSystem::Run()
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error: [Callstack] 0x00000000C445F330 libUE4.so(0x00000000061C8330)!FRunnableThreadPThread::Run()
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error: [Callstack] 0x00000000C43651F8 libUE4.so(0x00000000060CE1F8)!FRunnableThreadPThread::_ThreadProc(void*)
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error: [Callstack] 0x00000000F292ACA0 libc.so(0x0000000000048CA0)Unknown
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error: [Callstack] 0x00000000F28FD0A0 libc.so(0x000000000001B0A0)Unknown
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error:
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error:
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error:
[2020.07.16-10.02.44:197][ 0]LogAndroid: Error:

EDIT: tried with preview version of plugin and error still persists.

Thanks for reporting this. Weā€™re currently investigating several reports of this issue but itā€™s not affecting everyone. Can you tell us which specific version of FMOD youā€™re using, and which device(s) youā€™re seeing the issue on?

Iā€™m using last official version . Editor works fine ,Android crashes after trying to load the banks.

Thanks, weā€™ve been able to reproduce this now and are investigating. Iā€™ll update this topic as soon as we have more information.

Weā€™ve now been able to fix this crash. The fix will be included in our next release of the FMOD Studio UE4 integration.

In the meantime the fix has been pushed to GitHub (https://github.com/fmod/ue4integration), so if youā€™re comfortable using GitHub you can get the fix form there right away. Itā€™s a simple change to FMODStudio/Source/FMODStudio/Private/FMODStudioModule.cpp - just grab the file from the appropriate branch at GitHub and replace the version from our integration package.

As an alternative, you should be able to work around the issue by setting the ā€œBuilt bank file separationā€ setting in your FMOD Studio project to one of ā€œBuild metadata and assets to separate banksā€ or ā€œBuild metadata, non-streaming assets, and streaming assets to separate banksā€.

Alright ,Thanks for your Great support!

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