Unity 2019.3.0f6 - ERR_HEADER_MISMATCH

Result:

[LOG] Manager::init : maxchannels = 1024 studioflags = 00000008 flags 00000000 extradriverdata 0000000000000000.
[LOG] SystemI::init : Initialize version=11019 (107203), maxchannels=1024, flags=0x00020000
[ERR] ACPManager::init : AcpHalAllocateShapeContexts returned 0x8AC80001.
[LOG] LiveUpdate::release :
[LOG] LiveUpdate::reset : Reset connection (reason Disconnected)
[FMOD] Studio::System::initialize returned ERR_INTERNAL, defaulting to no-sound mode.
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogErrorFormat(String, Object[])
FMODUnity.RuntimeManager:Initialize()
FMODUnity.RuntimeManager:get_Instance()
FMODUnity.RuntimeManager:get_StudioSystem()
FMODUnity.RuntimeManager:AddListener(Int32)
FMODUnity.StudioListener:OnEnable()
UnityEngine.Object:Internal_CloneSingleWithParent(Object, Transform, Boolean)
UnityEngine.Object:Instantiate(Object, Transform, Boolean)
UnityEngine.Object:Instantiate(T, Transform, Boolean)
UnityEngine.Object:Instantiate(T, Transform)
ItCameFromEarth.Cameras.CameraManager:Init()
ItCameFromEarth.d__13:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h
ine: 35)
[LOG] System::create : Header version = 1.10.19. Current version = 1.10.19.
[LOG] SystemI::setOutputInternal : Setting output to ‘FMOD NoSound Output’
[LOG] Manager::init : maxchannels = 1024 studioflags = 00000008 flags 00000000 extradriverdata 0000000000000000.
[LOG] SystemI::init : Initialize version=11019 (107203), maxchannels=1024, flags=0x00020000
[LOG] OutputNoSound::init : Initializing.
[LOG] OutputNoSound::init : Done.
[LOG] Thread::initThread : Init FMOD stream thread. Priority: 2, Stack Size: 98304, Semaphore: No, Sleep Time: 10, Looping: Yes.
[LOG] SystemI::DSPCodecPoolRegister : register codec pool for pool type 4
[LOG] Thread::initThread : Init FMOD mixer thread. Priority: 3, Stack Size: 81920, Semaphore: No, Sleep Time: 3, Looping: Yes.
[LOG] AsyncManager::init : manager 0000020775C50A58 isAsync 1 updatePeriod 0.02
[LOG] Thread::initThread : Init FMOD Studio update thread. Priority: 0, Stack Size: 98304, Semaphore: No, Sleep Time: 1, Looping: No.
[LOG] AsyncManager::init : done
[LOG] PlaybackSystem::init :
[LOG] Thread::initThread : Init FMOD Studio sample load thread. Priority: 0, Stack Size: 98304, Semaphore: No, Sleep Time: 1, Looping: No.
[LOG] PlaybackSystem::init : done
[LOG] Thread::initThread : Init FMOD Studio bank load thread. Priority: 0, Stack Size: 98304, Semaphore: No, Sleep Time: 1, Looping: No.
[LOG] Manager::init : done.
[LOG] Manager::readBank : fileversion = 103, compatVersion = 99 (oldest = 44, newest = 103)
[LOG] Manager::readBank : fileversion = 103, compatVersion = 99 (oldest = 44, newest = 103)
[LOG] PlaybackSystem::acquireMasterBus : Setting master channel group format to 3
[LOG] Manager::readBank : fileversion = 103, compatVersion = 99 (oldest = 44, newest = 103)
[LOG] Manager::readBank : fileversion = 103, compatVersion = 99 (oldest = 44, newest = 103)
[LOG] Manager::readBank : fileversion = 103, compatVersion = 99 (oldest = 44, newest = 103)
SystemNotInitializedException: [FMOD] Initialization failed : Output forced to NO SOUND mode : ERR_INTERNAL : An error occurred that wasn’t supposed to. Contact support.
at FMODUnity.RuntimeManager.get_Instance () [0x00000] in <00000000000000000000000000000000>:0
at FMODUnity.RuntimeManager.get_StudioSystem () [0x00000] in <00000000000000000000000000000000>:0
at FMODUnity.RuntimeManager.AddListener (System.Int32 index) [0x00000] in <00000000000000000000000000000000>:0
at FMODUnity.StudioListener.OnEnable ()

At least it doesn’t have a HEADER error!

You need to disable the built in Unity audio, on Xbox One they especially don’t play well together: https://fmod.com/resources/documentation-unity?version=2.0&page=troubleshooting.html#disabling-unity-inbuilt-audio

Either way it would be best to make a new thread for this as it does not really relate to the original post.

Thanks Cameron. If that doesn’t solve the issues. I will do so now that the HEADER_MISMATCH is gone.

Hello Cameron,

Do you also have a fix estimate? I tooked the test today with both Unity 2019.3.0f6 and 2019.3.3f1 and the same problem happens in both versions.

SystemNotInitializedException: [FMOD] Initialization failed : FMOD.Studio.System.create : ERR_HEADER_MISMATCH : There is a version mismatch between the FMOD header and either the FMOD Studio library or the FMOD Low Level library.

I tried use FMOD Integration 2.00.03 and 2.00.07 to test, but nothing has change.

This problem only occurs on Linux Build, i’ve tested in Windows, Mac, Linux and Nintendo Switch. We really need this fix to can update Linux version from our game.

@cameron-fmod I forgot to tag you on last message.

If this is something you require urgently please contact support@fmod.com.

Still a problem with Unity 2019.3.6 and FMOD Integration 2.00.08 or the 2.01.00 Early Access.

Any update on a possible fix?

1 Like

I would like to know too. :confused: :confused:

We believe we have found the issue: due to Unity using the rdynamic flag which causes symbol resolution to start with the application binary, meaning our integration libs end up linking to the (very) old version of FMOD that Unity uses internally.

The only way to fix this is by changing the flags we use to build our libs.
This is yet to pass through QA but we are expecting it to go out in the next patch release at the beginning of April.

1 Like

Hello @cameron-fmod,

I saw that you had launched a new version (2.01.00) today.

Does this version have a fix for this issue?
Thank you.

Unfortunately not, that version was already in QA before we got the fix in, it will be available in the next patch version (2.00.09 & 2.01.01) which should be out in the next week.

Any update on when the fix will be released?

Been 3 weeks and 2.01.00 is still the latest version it looks like.

(2.00.09 & 2.01.01 do not appear to exist)

2 Likes

I would like to know too. :confused: :confused:

Apologies, the release got pushed back to the beginning of May.
Thank you for your patience.

What’s the status of this?

Hello @cameron-fmod,

I saw that has launched the new versions: (2.01.01) and (2.00.09).

Does these versions have a fix for this issue?
Thank you.

Can confirm that version 2.01.01 fixes the issue for us. (Did not test with 2.00.09)

Thanks!

2 Likes

Yes, the latest release does contain the fix for this.

@cameron-fmod Can you confirm what the earliest version of FMOD is that has the fix?
2.00.09 ? or is it 2.01.01?

At present the latest “Unity Verified” version is 2.00.09 - does the fix exist in that version?
Or do I need to download an early access version?

Also - does the version of FMOD stuido Suite need to match the version of the Unity Package? or can I use FMOD Suite 2.00.10 with a different Unity Package version

The fix is in 2.00.09, you can see our detailed revision history in our docs:
https://fmod.com/resources/documentation-api?version=2.1&page=welcome-revision-history.html

You can generally use the same major version (eg. 2.00.xx) between the API and Studio.