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Hello,
we are trying to build for IOS and getting no sound. In the Log we found that the bank file have to be missing, because no events can be found?

EventNotFoundException: FMOD Studio event not found ‘event:/Music/AmbientMain’
at GooglePlayDownloader.GetExpansionFilePath () [0x00000] in :0
at FMODUnity.RuntimeManager.CreateInstance (System.String path) [0x00000] in :0
at FMOD_PlayOnEnable.OnEnable () [0x00000] in :0

(Filename: currently not available on il2cpp Line: -1)

In the Editor the sounds are played without problems. The Android build is working fine. We are using Unity 5.3.1f and the latest FMOD version.

Thank you for your help!

Edit: Why FMOD is invoking the GooglePlayDownloader on playing sounds?

  • Nicholas Wilcox

    FMOD doesn’t use GooglePlayDownloader at any shape or form. Unity runtime is generating incorrect callstack, perhaps try a development/debugging build. Can you post any error messages from the bank loading stage.

  • Mesut Özdogan

    Thank you for your fast response.

    I get following debug output:

    FMOD Studio: Creating runtime system instance
    FMODUnity.RuntimeManager:Initialiase(Boolean)
    FMODUnity.RuntimeManager:get_Instance()
    FMODUnity.RuntimeManager:PathToGUID(String)
    FMODUnity.RuntimeManager:CreateInstance(String)
    FMOD_PlayOnEnable:OnEnable()

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

    FMOD Studio: Device iPod7,1 classed as MobileLow
    FMODUnity.RuntimeUtils:GetCurrentPlatform()
    FMODUnity.RuntimeManager:Initialiase(Boolean)
    FMODUnity.RuntimeManager:get_Instance()
    FMODUnity.RuntimeManager:PathToGUID(String)
    FMODUnity.RuntimeManager:CreateInstance(String)
    FMOD_PlayOnEnable:OnEnable()

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

    EventNotFoundException: FMOD Studio event not found ‘event:/Music/AmbientMain’
    at GooglePlayDownloader.GetExpansionFilePath () [0x00000] in :0
    at FMODUnity.RuntimeManager.CreateInstance (System.String path) [0x00000] in :0
    at FMOD_PlayOnEnable.OnEnable () [0x00000] in :0

    (Filename: currently not available on il2cpp Line: -1)

    ———-

    EDIT:

    I have removed the GooglePlayDownloader class for IOS Builds, now I am getting this:

    EventNotFoundException: FMOD Studio event not found ‘event:/Music/AmbientMain’
    at FMODUnity.OneshotList.SetParameterValue (System.String name, Single value) [0x00000] in :0
    at FMODUnity.RuntimeManager.CreateInstance (System.String path) [0x00000] in :0
    at FMOD_PlayOnEnable.OnEnable () [0x00000] in :0

    (Filename: currently not available on il2cpp Line: -1)

  • Mesut Özdogan

    Now I have added a manual bank load for the master bank and I am getting following error:
    BankLoadException: FMOD Studio could not load bank ‘/var/mobile/Containers/Bundle/Application/DD7F6221-18D2-4F4E-A51F-D658D17DF130/ATAK.app/Data/Raw/Master Bank.bank’ : ERR_FILE_BAD : Error loading file.

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Updating to Unity 5.3.2 has resolved the problem. I have no idea about the reason…

  • Nicholas Wilcox

    My best guess is “(760943) – IL2CPP: Do not incorrectly free blittable arrays marshaled as [In,Out] parameters” meant that passing strings to FMOD resulted in getting garbage bank file names and event names.

    “(754539) – iOS/IL2CPP: Correct stack traces in exception messages, which could sometimes miss managed frames.” is why none of your stack traces made any sense.

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