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Although I was able to integrate FMOD into my project, and the PlayOneShot works fine in the Unity Editor (on a Mac computer) or in the Windows standalone, it throws up errors in the Mac standalone.

My code that calls PlayOneShot looks like this:
[code:17zqscke]
soundSystem.PlayOneShot("/Character/jump", Vector3.zero);
[/code:17zqscke]

And my assets look like this:
[img:17zqscke]http://s14.postimg.org/qfwkwgwox/Screen_Shot_2014_03_11_at_2_33_06_PM.png[/img:17zqscke]

This all works fine when I play in the editor or make a windows build, but on Mac standalone, I am getting this error in Player.log
[code:17zqscke]
FMOD Error (ERR_EVENT_NOTFOUND): The requested event, bus or vca could not be found.

(Filename: /Applications/buildAgent/work/d3d49558e4d408f4/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)
[/code:17zqscke]
followed by
[code:17zqscke]
NullReferenceException: Object reference not set to an instance of an object
at FMOD_StudioSystem.getEvent (System.String path) [0x00000] in <filename unknown>:0
at FMOD_StudioSystem.PlayOneShot (System.String path, Vector3 position, Single volume) [0x00000] in <filename unknown>:0
at FMOD_StudioSystem.PlayOneShot (System.String path, Vector3 position) [0x00000] in <filename unknown>:0
at FMODManager.playPlayerSound (PlayerSound playerSound) [0x00000] in <filename unknown>:0
at PlayerSoundEffectController.playWalk () [0x00000] in <filename unknown>:0

(Filename: Line: -1)
[/code:17zqscke]

This happens every time a sound tries to play and only occurs in the Mac standalone. My assumption is that for this standalone I need to provide a different path to the sound.

Alternatively, is there a way I could use a serialized variable for my sound controller?

something like
[code:17zqscke]
public FMODsound playerJumpSound;

public void playJump(){
soundSystem.PlayOneShot(playerJumpSound, Vector3.zero);
}
[/code:17zqscke]

This way I could avoid having to dive into my asset folder entirely.

Thanks for any help.

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