I'm new to Cry Engine (I'm using 5.4 release). So I'm hoping it's something simple that I'm missing.
Most of the time, when I try to initialise FMOD with
s_AudioImplName = CryAudioImplFmod
I get this error:
Even though it says this, the FMOD banks/folders show up in the ACE and in Audio Debug it says "AudioTransitionLayer with null-implementation"...[Assert] Condition: m_controls.empty() [line 226] [File=D:/jk/gamesdk_release/Code/Sandbox/Plugins/EditorAudioControlsEditor/AudioAssetsManager.cpp]
Once, it did get over said assertion (although I'm not sure how) and then proceeded to load. It was then unable to load/read any XML in the FMOD Project folder.