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Hello,
for many versions we have a serious issue that deployment version doesn’t play certain sounds. It’s a well-documented issue because FMOD is being loaded too late.

However this fix doesn’t work:

ATheForestGameMode::ATheForestGameMode()
: Super()
{
IFMODStudioModule::Get();

static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/Blueprints/Actor/MainActor"));
DefaultPawnClass = PlayerPawnClassFinder.Class;

// use our custom HUD class
static ConstructorHelpers::FClassFinder<AHUD> HUDClassFinder(TEXT("/Game/Blueprints/UserInterface/BPForestHUD"));
HUDClass = HUDClassFinder.Class;

PlayerControllerClass = AForestPlayerController::StaticClass();

}

I’ve spent days trying to find a workaround but it’s the same. Is there any other way how to ensure, that the phone sound would play correctly?”

Thank you! It’s a real hair-puller for me, as before 4.18 this worked so well.

The relevant log part says:

[2018.10.07-17.20.31:426][ 0]LogStreaming: Error: Couldn’t find file for package /Game/FMOD/Events/Generic/Phone/sms_sound requested by async loading code. NameToLoad: /Game/FMOD/Events/Generic/Phone/sms_sound
[2018.10.07-17.20.31:426][ 0]LogStreaming: Error: Found 1 dependent packages…
[2018.10.07-17.20.31:426][ 0]LogStreaming: Error: /Game/Blueprints/Actor/MainActor
[2018.10.07-17.20.31:426][ 0]LogStreaming: Error: Couldn’t find file for package /Game/FMOD/Events/Generic/Phone/PhoneDialing requested by async loading code. NameToLoad: /Game/FMOD/Events/Generic/Phone/PhoneDialing
[2018.10.07-17.20.31:427][ 0]LogStreaming: Error: Found 1 dependent packages…
[2018.10.07-17.20.31:427][ 0]LogStreaming: Error: /Game/Blueprints/Actor/MainActor
[2018.10.07-17.20.31:427][ 0]LogStreaming: Error: Couldn’t find file for package /Game/FMOD/Events/Generic/Phone/PhoneBeep requested by async loading code. NameToLoad: /Game/FMOD/Events/Generic/Phone/PhoneBeep
[2018.10.07-17.20.31:427][ 0]LogStreaming: Error: Found 1 dependent packages…
[2018.10.07-17.20.31:427][ 0]LogStreaming: Error:
[2018.10.07-17.20.39:564][ 0]LogFMOD: FFMODStudioModule startup
[2018.10.07-17.20.39:564][ 0]LogFMOD: Lib path = ‘../../../TheForest/Plugins/FMODStudio/Binaries’
[2018.10.07-17.20.39:564][ 0]LogFMOD: FFMODStudioModule::LoadDll: Loading ../../../TheForest/Plugins/FMODStudio/Binaries/Win64/fmodL64.dll
[2018.10.07-17.20.39:604][ 0]LogFMOD: FFMODStudioModule::LoadDll: Loading ../../../TheForest/Plugins/FMODStudio/Binaries/Win64/fmodstudioL64.dll
[2018.10.07-17.20.39:790][ 0]LogFMOD: Loading strings bank: ../../../TheForest/Content/FMOD/Desktop/Master Bank.strings.bank
[2018.10.07-17.20.39:804][ 0]LogFMOD: Constructing asset: /Game/FMOD/Buses/Music

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Best Answer
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Hi,

indeed – disabling Event Driven Loader in UE4 fixed this issue.

Thanks,
Jan

  • Cameron Baron

    Great to hear you managed to get around this, we will still investigate whether there is another way around this.

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We are currently investigating this issue.

It seems that using the Event Driven Loader can cause things that use FMOD to get loaded before the integration does. This means that the uassets created from the banks won’t have been loaded in time for them to be referenced.

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