I’m using Unity 2020.3.19f1 with Fmod 2.02.03. Audio seems to work as expected in Editor but I get no audio at all on Android builds. This is the error I get in build:
2021-11-09T12:30:09.3484180+00:00 [EXCEPTION] BankLoadException: [FMOD] Could not load bank ‘file:///android_asset/Master.bank’ : ERR_PLUGIN_MISSING : A requested output, dsp unit type or codec was not available.
FMODUnity.RuntimeManager.loadedBankRegister (FMODUnity.RuntimeManager+LoadedBank loadedBank, System.String bankPath, System.String bankName, System.Boolean loadSamples, FMOD.RESULT loadResult) (at <00000000000000000000000000000000>:0)
FMODUnity.RuntimeManager.LoadBank (System.String bankName, System.Boolean loadSamples) (at <00000000000000000000000000000000>:0)
FMODUnity.RuntimeManager.LoadBanks (FMODUnity.Settings fmodSettings) (at <00000000000000000000000000000000>:0)
FMODUnity.RuntimeManager.Initialize () (at <00000000000000000000000000000000>:0)
FMODUnity.RuntimeManager.get_Instance () (at <00000000000000000000000000000000>:0)
FMODUnity.RuntimeManager.get_StudioSystem () (at <00000000000000000000000000000000>:0)
FMODUnity.RuntimeManager.AddListener (FMODUnity.StudioListener listener) (at <00000000000000000000000000000000>:0)
FMODUnity.StudioListener.OnEnable () (at <00000000000000000000000000000000>:0)
So it seems like the bank can’t be loaded. The fmod project is almost empty and I’m not using any plugins other than the usual standard reverb return.
Maybe this is related to the plugin structure? The documentation shows a certain structure using a “lib” folder under Assets/Plugins/FMOD (see the bottom of the screenshot here: https://www.fmod.com/resources/documentation-unity?version=2.02&page=plugins.html#dynamic-plugins) but the fmod plugin installer install things in a different way (on a platform folder). Tried to manually change this to the old structure but the project doesn’t compile if I do.
I also wonder if I have to add any static or dynamic plugins. I’m not using any additional plugins on the fmod project as I mentioned before but I’m not sure if I need to add anything there.
I changed the logging level to Log but I don’t see more information about which plugin is missing.
Lastly, maybe this is related to the output or codec? I’m using the “Auto” output on the Android build FMOD settings in Unity and the usual FADPCM on the build settings in Fmod Studio.