Hi!
Recently I've downloaded fmod project for gamesdk. When I build the project I can use the banks without any problem. I've added some new events (for hmmwv, horn and engine run) and assigned them to a new bank and to the VEHICLE bus in the mixer. They work fine in fmod studio but I cannot play them in sandbox. It throws this error in editor:
[Assert] [File=D:/jk/gamesdk_release/Code/CryEngine/CryAudioSystem/implementations/CryAudioImplFmod/AudioImpl.cpp]
(I'm using cryengine 5.3.3 and fmod studio 1.08.14)
What am I doing wrong?
Re: Cannot add new events for fmod audio assets.
#2Hi, the Fmod implementation requires soundbanks to be preloaded.
Find some general info here.
http://docs.cryengine.com/display/CEMAN ... +CRYENGINE
Also we advice to use the same middleware version as your engine build was built against.
You can verify the version by entering following cvar into the console s_DrawAudioDebug and setting it to "a".
This will turn on the on-screen audio debugging which shows the version in the very top line.
Find some general info here.
http://docs.cryengine.com/display/CEMAN ... +CRYENGINE
Also we advice to use the same middleware version as your engine build was built against.
You can verify the version by entering following cvar into the console s_DrawAudioDebug and setting it to "a".
This will turn on the on-screen audio debugging which shows the version in the very top line.
Re: Cannot add new events for fmod audio assets.
#3I placed the sound bank in vehicle preloads and now its working. Thanks!Hi, the Fmod implementation requires soundbanks to be preloaded.
Find some general info here.
http://docs.cryengine.com/display/CEMAN ... +CRYENGINE
Also we advice to use the same middleware version as your engine build was built against.
You can verify the version by entering following cvar into the console s_DrawAudioDebug and setting it to "a".
This will turn on the on-screen audio debugging which shows the version in the very top line.
fmod_version.png
One more question. Is the name and path of the preload important?
Re: Cannot add new events for fmod audio assets.
#4If preloads are set to "Auto Load" the name is actually not of importance as they are handled automatically.I placed the sound bank in vehicle preloads and now its working. Thanks!
One more question. Is the name and path of the preload important?
If you set a preload to not auto load it is assumed that the user wants to handle the preload manually at whatever time within the set data scope (particular level or globally).
The Fmod implementation expects to find soundbanks under <root>/assets/audio/fmod.
Glad I could help!