Using UE4 inbuilt audio alongside FMOD on Xbox and PS

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

That link will only work if you have access to the PS5 section of our forums- to do that you’ll need to register a project and provide proof of your PS5 dev credentials.

There are source changes you can make to UE for both FMOD and the Unreal Audio Device to coexist, and you can read about them here https://qa.fmod.com/t/using-unreal-audio-along-with-fmod-in-ps5/19197/5 (You will also need access to the PS5 section of the forums to view that).

Unfortunately I can’t be more detailed than that on the public section of the forums, but if you could please fill out a project on your FMOD Profile then I can give you more info in the XSX or PS5 sections of our forums!

Thanks, Jeff, for the response.
Oh, it makes sense now.
We’ll continue this topic in the proper forum sections.

Best,
Greg

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