Hello, I’ve tested it with a new empty project and the problem persists. These are the steps I’ve followed:
- Create a new FMOD Project on FMOD Studio 2.00.07 with just two events assigned to Master bank
- a sound for testing play oneshot (wav asset)
- a music loop for testing a start/stop event (mp3 asset)
- Create a new Unity 2D Project on Unity 2019.3.0f6 (on Windows 10)
- Import FMOD integration package on this new project (fmodstudio20007.unitypackage)
- Configure FMOD settings to point to the studio project path
- Add a FMOD Studio Listener to the main camera
- Create a simple c# MonoBehaviour script that shows 2 buttons on screen
- One for playing the wav sound
- Other for start/stop mp3 loop
- Assign this script/component to the Main Camera object in Unity Hierarchy
- Play this simple project on Editor with success
- Both buttons are shown on screen and both events are working
- Make a Windows 64bits build and test it
- Both buttons are shown on screen and both events are working
- Make a Linux 64bits build
- Boot on Linux (Ubuntu 18.04.4 LTS) and execute the build:
- Buttons are not shown because FMOD fails before
- ~/.config/unity3d/DefaultCompany/MyTestUnity/Player.log shows this error trace:
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. at FMODUnity.RuntimeManager.get_Instance () [0x00108] in <5823b14fa90d4e81b237ee60a544d6fb>:0 at FMODUnity.RuntimeManager.PathToGUID (System.String path) [0x0001e] in <5823b14fa90d4e81b237ee60a544d6fb>:0 at FMODUnity.RuntimeManager.CreateInstance (System.String path) [0x00000] in <5823b14fa90d4e81b237ee60a544d6fb>:0 at SoundTestScript.Awake () [0x00000] in <6bbb4c5f231a486ea53b207d3c8c5e57>:0 (Filename: <5823b14fa90d4e81b237ee60a544d6fb> Line: 0) 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. at FMODUnity.RuntimeManager.get_Instance () [0x00007] in <5823b14fa90d4e81b237ee60a544d6fb>:0 at FMODUnity.RuntimeManager.get_StudioSystem () [0x00000] in <5823b14fa90d4e81b237ee60a544d6fb>:0 at FMODUnity.RuntimeManager.AddListener (FMODUnity.StudioListener listener) [0x000bf] in <5823b14fa90d4e81b237ee60a544d6fb>:0 at FMODUnity.StudioListener.OnEnable () [0x00027] in <5823b14fa90d4e81b237ee60a544d6fb>:0 (Filename: <5823b14fa90d4e81b237ee60a544d6fb> Line: 0)
This is the content of the c# script:
using FMOD.Studio; using UnityEngine; public class SoundTestScript : MonoBehaviour { private EventInstance fmodEvent; private bool playingMusic; void Awake() { fmodEvent = FMODUnity.RuntimeManager.CreateInstance("event:/music"); playingMusic = false; } void OnGUI() { if (GUILayout.Button("Test sound")) { FMODUnity.RuntimeManager.PlayOneShot("event:/sound"); } if (GUILayout.Button("Play/Stop music loop")) { if (playingMusic) { playingMusic = false; fmodEvent.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); } else { playingMusic = true; fmodEvent.start(); } } } }
I’ve uploaded the test to my server so you can test it if you want. This is the URL:
http://www.nicolasim.com/files/MyTest.zip
The zip contains the FMOD project, the Unity project, a Windows 64 build, and the Linux 64 build that is not working.
Thanks again!