Video player API audio help after first video

Hi,
I’m using the code below to forward to Audio to FMOD and it works as espected.
https://www.fmod.com/docs/2.02/unity/examples-video-playback.html

My issue is that I’m unable to reset fmod correctly and being it able to reproduce another video after the first. (The audio is muted the second time)
How do I reset everything?
For every video I repeat the init process, but it doesn’t seem to work.

Hi,

What version of FMOD Integration are you using?

When you mention reset are you shutting down the FMOD system (FMOD Engine | White Papers - Getting Started) or would it be possible to see the code you are using to reset your system?

Would you be able to expand on the init process you are using as well?

Unity 2022.3.11
FMOD 2.02.13

//on init
            Player.audioOutputMode = VideoAudioOutputMode.APIOnly;
            Player.prepareCompleted += onVideoPrepared;

//on play
            fmod_mSampleRate = (int)(Player.GetAudioSampleRate(0) * Player.playbackSpeed);

            fmod_mDriftThreshold = (uint)(fmod_mSampleRate * FMOD_DRIFT_MS) / 1000;
            fmod_mTargetLatency = (uint)(fmod_mSampleRate * FMOD_LATENCY_MS) / 1000;
            fmod_mAdjustedLatency = fmod_mTargetLatency;
            fmod_mActualLatency = (int)fmod_mTargetLatency;

            fmod_mExinfo.cbsize = Marshal.SizeOf(typeof(FMOD.CREATESOUNDEXINFO));
            fmod_mExinfo.numchannels = Player.GetAudioChannelCount(0);
            fmod_mExinfo.defaultfrequency = fmod_mSampleRate;
            fmod_mExinfo.length = fmod_mTargetLatency * (uint)fmod_mExinfo.numchannels * sizeof(float);
            fmod_mExinfo.format = FMOD.SOUND_FORMAT.PCMFLOAT;

            FMODUnity.RuntimeManager.CoreSystem.createSound("", FMOD.MODE.LOOP_NORMAL | FMOD.MODE.OPENUSER, ref fmod_mExinfo, out fmod_mSound);
            Player.Prepare();

//on prepared
            fmod_mProvider = Player.GetAudioSampleProvider(0);
            fmod_mProvider.sampleFramesAvailable += fmod_sampleFramesAvailable;
            fmod_mProvider.enableSampleFramesAvailableEvents = true;
            fmod_mProvider.freeSampleFrameCountLowThreshold = fmod_mProvider.maxSampleFrameCount - fmod_mTargetLatency;
            Player.Play();

//on stop (loop reached)
            Player.Stop();
            fmod_mChannel.stop();
            fmod_mSound.release();

Hi,

Thank you for that.

When you are trying to play the second time are you seeing any FMOD errors in the console with the FMOD Integration logging level set to Warning:
image

It may be an issue with the sound or channel.

If you have followed our scripting example I would suggest adding some FMOD.RESULT checks (FMOD Engine | Core API Reference - Common) which will also provide some more information where it is failing. Most FMOD functions will return an FMOD_RESULT.