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Hi, my .fev file maybe placed in folders like "d:\folder1###\examples.fev",the "###" means some Japanese character here. The event name is displayed wrong such as "????" in my game editor while I loading the .fev file,and I have found the solution in this form by using WideCharToMultiByte to convert the pathstring from widechar to multibytes, and it displayed correctly! but it occurs "An invalid object handle was used" when I paly a event of the .fev loaded. how can deal with it ?

btw: the event name is ansi and only "###" is japanese character!
thanks advanced for your time!

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I would suggest using EventSystem::setMediaPath to exclude non-ansi paths from other FMOD calls. But it’s just a guess.

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We have unicode support for some parts of fmod but the event system does not unfortunately, you’ll have to use A-Za-z0-9 etc instead.

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thanks for your kindly reply.
I found all things work ok when no non-ansi path referenced in my code,although there’s some non-ansi path name in the parent path.

oh,maybe I cant expressed clearly, my mean is:
my VS workspace dir in:
d:###\MyGame
and the fmoddata is in:
d:###\MyGame\data\test.fev
in my sourcecode, all path is referenced to "..\data\", as you see, there is no non-ansi path here, so it’s works ok. but when you referenced to "d:\###\MyGame\data\", it cant works.
this psu-solution is ok enough for me,so I dont care the player put mygame in their own directory contains non-ansi chars.

hope this is helpful for others!

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