- Home /
FMOD Error from loaded asset bundle
We are hitting an where player noises (the jumping effect for instance) will not play and throw an error when loaded in from an asset bundle. Any time the sound is called to play it just spits out another error. I'll post the error below. The asset bundle also contains a scene with other audio sources which don't break, it seems to specifically be the player's sounds. We have tried swapping the audio files out for other ones that work in the scene but they still get into a busted state on the player despite working elsewhere in the scene.
To make it even stranger, often it will work exactly once, but if the asset bundle is unloaded and then reloaded it will always be busted.
I've been searching around and have seen this issue crop up for other developers but their solutions haven't worked for me. I made sure that the audio import settings had "Preload Audio Data" checked off, and I made sure that "Disable Unity Audio" was not checked off in the audio manager.
I've also tried a lot of variations on the import settings for the audio but I havent had any luck. I don't think its an issue with how we are playing the sound specifically because it works outside of the asset bundle, and its pretty much the built in unity player controller anyway.
Any thoughts on this? Things to try?
Error: Cannot create FMOD::Sound instance for resource archive:/BuildPlayer-XPTMain/BuildPlayer-XPTMain.resource, (File not found. )
UnityEngine.AudioSource:Play()
HFN.Common.FirstPersonAudioController:PlayLandSound() (at Assets/HFN/HFN Common/Common/First Person/Scripts/Modules/Footstep Audio/FirstPersonAudioController.cs:55)
HFN.Common.FirstPersonController:Update() (at Assets/HFN/HFN Common/Common/First Person/Scripts/FirstPersonController.cs:197)