The latest version of our integration should have Android working “out of the box”.
See the Android section in our deployment notes:
See this Q/A for more info:
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?
- 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?
- 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?
- 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.
- You must login to post comments
Please login first to submit.