Hello,
I came across this information in the FMOD documentation:
https://www.fmod.com/docs/2.03/unreal/platform-specifics.html
For example, it states:
FMOD will not work with the built-in Unreal audio on Xbox Series X|S.
This limitation also applies to PlayStation (by the way, the link in section 8.8.4 is broken).
We are currently porting our UE4 game to Xbox Series X|S and PlayStation 5. We utilize FMOD exclusively for adaptive music and rely on Unreal Engine’s built-in audio system for SFX.
If there’s no supported method to use both systems concurrently, does anyone have suggestions on how to address this issue? Migrating all SoundCues to FMOD banks seems impossible due to the extensive logic we have embedded within them. Conversely, replacing FMOD’s music playback with AmbientComponents will significantly decrease the quality of our background music.
I suspect we’re not the only developers facing this issue, considering the forum’s history. Does anyone have advice on how to tackle this situation? Is there possibly an automation tool that can facilitate the transition in either direction?
Best!
Greg