FMOD Unreal Engine 4 integration for playing audio content created with FMOD Studio.

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0 answers
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I’ve tried turning off ‘Vol0Virtual’ in project settings and rebuilt banks with all events stealing properties now set to ‘...
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31 views
Maybe XboxOne’s lib and dll are not aligned? 0130:0134 @ 00008843 – LdrpNameToOrdinal – WARNING: Procedure “?setVolume@Bus@...
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Gear VR project fails to build when using UE 4.15.1 + FMOD 1.09.03 plugin + Oculus Audio SDK plugins 1.1.3 UE4 output log: http://pastebin.com/Fx06...
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Hello, When can we expect support for UE4 4.15 (PS4 and Windows builds)? It’s been almost a month and we will need to make the engine update ...
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Hi Im having some issues trying to get the oculus spatialiser plugin to work. UE 4.14 FMOD 1.09.01 As soon as i put an oculus plugin into the chain...
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Hey everyone, I’m working with FMOD in UE4, and am currently loading a user-selected music track at runtime using createSound(), and then set...
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486 views
Just wondering what release schedule looks like for FMOD for UE 4.15 Thanks
  • Alex Zubov asked 1 month ago
  • last active 2 weeks ago
1 vote
0 answers
65 views
How much longer for the new UE v4.15 ?
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My output log on UE 4.14.3 has a lot of the same warning messages: LogFMOD:Warning: c:\jk\workspace\Build__1.8__UE4Libs_Win\studio_api\src\fmod_pla...
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259 views
The developers of the game I’m working just upgraded to 4.14, they use Windows, installed the integration plugin for 4.14 and everything is w...
  • Teo Oliver asked 1 month ago
  • last active 3 weeks ago
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135 views
I’ve been working on a project for a while now – suddenly today I got a build error message and afterwards I’m not getting any au...
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I have an actor moving from point A to point B with player being somewhere between those points. I need to set volume of the sound (on that moving ...
  • Alex Zubov asked 4 weeks ago
  • last active 3 weeks ago
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374 views
Hi, With Unreal engine 4.13, there was no problem, but now with 4.14, i have these errors when i try to deploy the XboxOne version of my game: Log...
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Hello, I was wondering if there was anywhere in either Studio or the UE4 integration where the lifespan/playback of an FMODAmbientSound can be mana...
  • Alec Brady asked 4 weeks ago
  • last active 4 weeks ago
1 vote
201 views
So in our dialog system, I build a path to a wav file I want to play, based on character/language/stress level, etc. I then use UFMODBlueprintStati...
  • Rick Saada asked 1 month ago
  • last active 1 month ago
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147 views
It’s possible to deactivate FMod audio component when the audio end, like is done for UE4 standard audio component? or isn’t required?
  • Andrea asked 1 month ago
  • last active 1 month ago
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183 views
It’s possible play sound at location in Unreal engine 4 as is done using: UGameplayStatics::PlaySoundAtLocation() Thanks in advance!!
  • Andrea asked 1 month ago
  • last active 1 month ago
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Just grabbed fmodstudio10815ue4.13win64, xboxOne and ps4 archives off the download page. Extracted and dragged FMODStudio folder from each zip into...
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163 views
Hi everyone, I’m using the low-level system to initialize sounds, by getting the low-level system from the StudioSystem, then creating a soun...
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180 views
Hi folks… I’m having issues with my current UE / FMOD setup – I’ve got a bunch of music cues set up with triggers etc but f...
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