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Using ver. 1.08.11

When building development Android build of my project in UE 4.13 I saw the following warning in the Output Log window:

LogFMOD:Warning: e:\jk\workspace\1. Build_UE4_1.8_Libs\lowlevel_api\platforms\win\src\fmod_output_wasapi.cpp(531) – Starvation detected in WASAPI output buffer!

I do not have such folder structure on my E: drive.

Not sure how critical that is, but reporting it anyway.

EDIT: Saw these two when loading project today:

LogFMOD:Warning: e:\jk\workspace\1. Build_UE4_1.8_Libs\studio_api\src\fmod_effect.cpp(189) – Missing DSP plugin ‘OCULUS SPATIALIZER’

LogFMOD:Warning: e:\jk\workspace\1. Build_UE4_1.8_Libs\studio_api\src\fmod_bankmodel.cpp(240) – Creating stub DSP plugin model and continuing.

  • NOYS

    I got the same errors and all soundfiles stopped working on the device.

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Best Answer
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Starvation detected in WASAPI output buffer – This means that the mixer was too slow to output sound briefly. If you are running the UE4 editor it isn’t a big deal since it might well occur if the editor is loading something or exporting, which might cause a CPU spike.

If you see it in a real game, then it means that the mixer graph is too heavy and the sound may drop out.

The missing DSP plugin message usually means that the plugin hasn’t been loaded, but again in the editor it is something that can be ignored. That is because in the editor itself, we don’t load plugins (we do for PIE though). That was to ensure maximum stability in the editor regardless of what plugins are loaded, but it does mean that those warnings appear when starting up the editor.

If you see it in PIE or in game it means that the plugin hasn’t been loaded and then indeed sounds may not play. If you are using the Oculus plugin you can enable the oculus module. For deployment of plugins, see these pages:

http://www.fmod.org/documentation/#content/generated/engine_ue4/plugins.html
http://www.fmod.org/documentation/#content/generated/engine_ue4/deployment.html

  • Alex Zubov

    Well, I have no issues with 4.12 and it’s the same project converted into 4.13 and updated with newest version of FMOD plugin. When project is cooking, I can see it cooks Oculus FMOD .so, so it’s there. I can certainly get logcat and see if it loads the plugin on runtime (which I am sure it does).

    The questions if if Oculus Audio SDK 1.04 plugin is incompatible with 4.13 integrations of FMOD.

  • Geoff Carlton

    Can you contact support@fmod.com and provide the log (from logcat) when you run on Android? I’m curious if its loading FMOD and Oculus .so correctly.

  • Fabio Buccheri

    Hey Aley, Geoff, any news on this issue? I have the same problem. Despite my converted project (4.12 to 4.13) is not playing sounds on android, i was able to reproduce the issue by creating a new project.

  • NOYS

    It’s been 4 days. Any Updates on the fmod ue4.13 & android issue?

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Good Answer
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This looks to be related to a compatibility issue with some devices that was introduced in 1.08.11 when we updated to Android NDK r12b.

This issue is fixed in the FMOD 1.08.12, which is due for release within the next few days. If you can’t wait that long, please try rolling back to FMOD 1.08.10.

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