I’ve come across with a deadend while trying to manage different speaker setups at runtime. As you explain in the documentation, I try to approach this by using different platforms for each speaker setup:
Desktop (for TV)
Desktop Headphones
Desktop Surround (5.1)
The problem is that, once I “Build for All Platforms” to the UE path (Content\FMOD), this is the folder structure I get:
There is no trace of other platforms rather than Desktop, as you can see, and it seems to have unique folders for Events, Banks, etc. So if I want to Load a bank metadata to switch the speaker setup, there is only one Master.bank in all the project.
If I go to the Content/FMOD folder using Windows Explorer, the different platforms folder are actually there, but they don’t show in Unreal.
Besides, if I change the name of the Desktop platform within FMOD Studio and Build, it doesn’t load/update anything on Unreal.
Is this a known issue or am I the only one struggling with this? How should I proceed to manage different platforms?
, where you add a platform to handle each speaker setup for each “real” platform. I guess the problem is that the Output Sub-Directory is hardcoded in the Unreal Integration, so you can’t actually rename it “PC Headphones” (as in the screenshot) because the integration is expecting “Desktop” only.
I mean possible speaker setups per platform: Headphones, TV and Surround 5.1 on PC, XBOX Series and PS5.
I removed the extra platforms from the project because it didn’t work, but it looked like this:
being Desktop Surround the one with the Output sub-directory as “Desktop”.
Correct me if I am wrong but I assume it’s not possible to use this “platform per speaker setup” approach with the Unreal integration if the Output sub-directories are hardcoded, right?