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Here is the information on how to deploy on Android platforms with UE4 version 4.7.

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The latest version of our integration should have Android working “out of the box”.

See the Android section in our deployment notes:
http://www.fmod.org/documentation/#content/generated/engine_ue4/deployment.html

See this Q/A for more info:
http://www.fmod.org/questions/question/deployment-for-android-in-ue-4-11

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This works well for me if I drag and drop an FMOD event into the scene.

However I can’t seem to fire it from blueprints. It works in the mobile and PC simulator but not in Note4.

Is it possible to fire spatialized sounds from Blueprints?

http://i.imgur.com/rJJwIou.png

  • Geoff Carlton
    That seems unusual. When you mean it doesn't work do you mean that you don't hear any sound? Have you tried connecting the Studio profiler and seeing what happens?
  • Albino
    It seems like I can add comments in this forum again. Yes - No sound when played from blueprints on the Note4. I changed to use Play Event Attached which was recommended elsewhere here - But still doesn't work. Haven't heard of the studio profiler. I'll look into it. I do see the following in the logs: Warning: ../android/src/fmod_os_misc.cpp(900) - dlopen failed: library "libovrfmod.so" not found But no warnings for libovrfmod32.so. The instructions said either is fine?
  • Albino
    I connected the profiler to the game running on the Note4. Recorded a session performing the action that calls the blueprint that calls Play Event Attached which works on PC. No events appeared in the profiler. The event I dragged and dropped into the editor appeared. Additionally, the event not firing on the Note4 appears in the profiler when profiling the PC.
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Solved: http://i.imgur.com/dySXSr3.png

You have to add an FMODAudio object to the blueprint class.
You cannot select an event from Play Event Attached.

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