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

0 votes
18 views
I’m trying to get my fmod events to validate in UE4, but where I previously just used the built in settings, I’m now using the oculus s...
0 votes
55 views
Hey folks, I’m trying to set up a material check system for the footsteps. Triggered by an “AnimNotify” on the animation timeline...
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53 views
Was wondering if FMOD allowed using ATMOS in UE4? Wanted to be able to have 10 audio channels…is that possible with FMOD and UE4? Right now i...
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182 views
Hello, Just wanted to ask when we might expect the integration for Unreal 4.20 to become available? Many thanks in advance, Jacob
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588 views
Hi, I’m trying to package my project for PS4 but I’m getting the following errors: Couldn’t find file for package /Game/FMOD/Even...
1 vote
74 views
Hi. Could we have the Blueprintable metatag added for UFMODAudioComponent? This way we can make component blueprints that inherits UFMODAudioCompo...
  • Ivan Moen asked 1 month ago
  • last active 4 weeks ago
0 votes
80 views
Unreal version: 4.19 Fmod version: 1.10.05 I used the “Load Bank” Blueprint node and selected my bank in the list, but when i run it i ...
  • Cark asked 4 weeks ago
  • last active 4 weeks ago
1 vote
111 views
Hi, With UE4 4.20 previews already being released publicly and PS4 mandating the use of PS4 SDK 5.5. How soon can we expect FMOD support for both (...
0 votes
69 views
Hello guys, recently I encountered a really weird problem that I dont know how to fix it I’m using UE 4.17.2 and the latest FMOD Integration...
  • Jake Long asked 1 month ago
  • last active 1 month ago
0 votes
74 views
Hi, Is there any tutorials about how to replicate fmod event in C++ ? Thanks,
  • Cobra asked 1 month ago
  • last active 1 month ago
0 votes
57 views
Hello, I was reading documents and forums but still don`t understand how this complete audio file chain works. I am talking all the way from source...
0 votes
76 views
Hello, After updating to UE 4.19 and FMOD 1.10.06 some audio stopped playing when using SetActive or Activate, unless the Reset option is checked. ...
0 votes
75 views
I have created a cued sustain point, but I can’t seem to trigger it within UE4. Any suggestions?
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100 views
Hello there. I am have built a setup for a car engine sound, and I am looking to automate a parameter I made called “startup” I have it...
0 votes
0 answers
61 views
Heyo – My audio works perfectly fine inside the editor, but when packaged the game is completely silent. I’m using Unreal Engine 4.18. ...
0 votes
90 views
I’m using FModStudio in Unreal Engine and I want to use it on Android and iOS. Since the sound resource we created exceeds 200MB, it can not ...
0 votes
111 views
Running FMOD Studio 1.10.05 with UE4.19.1 It seems that all functions that I’m calling in Blueprints are not working after the game is packag...
0 votes
0 answers
90 views
Simple case: some blueprint has serverside logic and reference to FMODEvent. At certain circumstances it want to send Client RPC with name of event...
0 votes
283 views
So as part of optimising our game I dug around in FMOD wondering why so many components were ticking. The component tick is set to false after play...
0 votes
114 views
Hi, in the standard ue4 audio plugin you can change the attenuation shape to something like box, capsule, etc. But in the fmod integration there se...
  • Jonas asked 2 months ago
  • last active 2 months ago
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