Unity to fmod PS5 Programmer instrument

Hello,
We’re currently porting a game to PS5, that uses unity to fmod audio (with Monobehaviour.OnAudioFilterRead). This is currently not working, i.e. the output sound is not understandable at all, it mostly sounds like noise.
We’re currently using these sound settings:

uint lenBytes = (uint)(10000 * sizeof(float));
soundInfo = new CREATESOUNDEXINFO();
soundInfo.length = lenBytes;
soundInfo.format = SOUND_FORMAT.PCMFLOAT;
soundInfo.numchannels = 1;
soundInfo.defaultfrequency = 48000;
soundInfo.cbsize = Marshal.SizeOf(typeof(FMOD.CREATESOUNDEXINFO));

Hi,

Thank you for sharing the information.

Could I please grab the versions number of FMOD and the PS5 SDK you’re currently using?

This sounds like an issue when combining Unity’s audio system with FMOD, especially on consoles like the PS5.

There have been some good discussions on this topic previously, I recommend you look through thess threads:

Hope this helps, feel free to follow up if the issue persists or if you have more details to share.

Hello,

We are using fmod version 2.02.26, and PS5 SDK 10.

We did try disabling(?) AT9 via that function call, and that didn’t work, and the way I understand it the other thread acted as inspiration for the author of the code (who is not on the project anymore). Or at least our code looks very similar to that.

Thank you for sharing the version number.

Unfortunately, I wasn’t able to reproduce the issue on my end with a similar setup.

Would it be possible to share a code snippet showing how you’re playing the sound, or perhaps upload a minimal reproduction project to your FMOD Profiler so I can take a closer look?