Event not exporting to unity correctly

I have a very simple event that has a transition and marker (http://postimg.org/image/xorm04fnn/). In FMOD, the transition works fine. But in Unity, the transition doesn’t point to the right part of the music. What happens is that the music plays somewhere in the middle and then abruptly stops playing when it thinks it’s at the end-of-file (it’s not).

To simplify things so I can track the problem, I made a test project with the only thing in there is:

  void start() {
      music = FMODUnity.RuntimeManager.CreateInstance("event:/test");
      music.start();
  }

The same problem was happening. To simplify further, I made a whole new test project in FMOD and added the same track. This time it worked fine! I copy+pasted the newly created even into the main project and it stopped working. The problem can’t be unity code or settings, but something in the FMOD project itself. I tried everything I could think of to try to fix it, but nothing is helping. At this point I’m wondering if something in the FMOD project is corrupt, but it validates without warnings.

I don’t know what other possibilities there are, but something isn’t being built properly. Any ideas?

Thank you!
Omer

See the problem here: https://youtu.be/btaBGrzcp5E

I ended up copying+pasting all events into a new project, recreating banks, and re-assigning all events to appropriate banks. Now works =) I just hope it doesn’t happen again…

This has been tracked down to an issue with seeking in stereo FADPCM files. It will be fixed in 1.06.19, 1.07.08, 1.08.00.

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