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

1 vote
0 answers
7 views
We are getting the following warning logged after an upgrade to UE 4.16 + FMOD 1.10: LogFMOD:Warning: Failed to set initial parameter Direction The...
  • Alec Brady asked 18 hours ago
  • last active 18 hours ago
0 votes
43 views
Hi, I want to know if have anyway to stop the entire bus with all events inside it. The functions I have on UE4 is only mute and pause the bus! Tha...
0 votes
0 answers
49 views
Hello, So we are running our game on Xbox One using FMOD. The FMOD audio works just fine, but other audio using the default unreal stuff doesn̵...
0 votes
0 answers
54 views
Hi everybody! I have some problems and will be glad if you can help. I created few events for ambient sound (birds, crickets etc.). I added them as...
  • Roman asked 2 weeks ago
  • last active 2 weeks ago
0 votes
59 views
Hi, When I build new banks with 1.9.8 I get no sounds in UE4.17 If I revert back to my old banks from 1.9.6 they all load and play with no problem....
  • JB asked 3 weeks ago
  • last active 2 weeks ago
0 votes
57 views
I’m using 1.9.8 on UE4.17 and whenever I build banks with this version, I get no sound and the profiler just does this over and over again...
  • JB asked 3 weeks ago
  • last active 2 weeks ago
0 votes
83 views
I am trying to understand how to direct 7.1 sounds to a speaker based on a players turn and action in ue4. Example: I have a board game with 4 play...
  • andrew asked 4 weeks ago
  • last active 3 weeks ago
0 votes
99 views
Hi guys! I’m immersed in a project using Unreal 4.17.1 and Fmod 1.10.00. I downloaded the corresponding plugin, create a newone, put in some ...
0 votes
80 views
UE4.17.1 FMODStudio01.10.00 I created an event PedestalButton_Press, and added a wav to it. I built the project and opened it in my Unreal Project....
0 votes
94 views
As the title suggests, I’m wanting to know if there is a way to visually create the attenuation sphere when you create a built in parameter &...
  • Andrew asked 4 weeks ago
  • last active 4 weeks ago
0 votes
0 answers
68 views
Hey, We have a lot of FMODAmbient Soundfiles in our Level. I want to be able to “seek” to some points of all sound files. But as soon a...
0 votes
71 views
Hey all, I noticed that FMOD with any unreal version does not mirror the audio. Any ETA on this feature? It works with all native sound files immed...
  • Fatih Inan asked 1 month ago
  • last active 1 month ago
0 votes
0 answers
93 views
I recently wrote a footstep sound system in C++ for our game. I used multiple FMOD events to handle the sound for the different material surfaces. ...
1 vote
140 views
Looking to use FMOD, but my project is already on 4.17
0 votes
129 views
FMOD How to use audio3d on ue4-ps4 plugins
  • jeadChen asked 2 months ago
  • last active 1 month ago
0 votes
0 answers
111 views
Hi, We’re facing a small problem with playing back FMOD sounds in UE4. Although the Play/Stop preview function works fine from the content br...
0 votes
4k views
Hello, I followed the instruction container in the FMOD Studio Integration, in particular, I added the FMOD folder (which is in the Content folder)...
0 votes
177 views
UE4 Version: 4.16.3 FMOD Version: 1.09.04 FFMODStudioModule::GetEventDescription returns nullptr because StudioSystem[Context]->getEventByID(&am...
  • JB asked 2 months ago
  • last active 2 months ago
1 vote
263 views
Hello, I was just wondering when we should expect the official UE 4.17 integration to come out. I tried following your recompile instructions going...
  • Emre asked 2 months ago
  • last active 2 months ago
3 votes
157 views
Hello, I’ve noticed that Lowpass, Lowpass Simple, Highpass, Highpass Simple and Parametric EQ have all been relocated to an “FMOD Depre...
  • Alec Brady asked 2 months ago
  • last active 2 months ago
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