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<body>
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<div class="docs-body">
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<div class="manual-toc">
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<p>Unreal Integration 2.02</p>
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<p>Unreal Integration 2.03</p>
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<ul>
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<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
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<li><a href="user-guide.html">User Guide</a></li>
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@ -30,6 +30,7 @@
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<li><a href="#blueprint-only-projects">Blueprint only projects</a></li>
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<li><a href="#audio-not-muted-when-game-loses-focus">Audio not muted when game loses focus</a></li>
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<li><a href="#endplay-with-play-in-editor">EndPlay with Play-In-Editor</a></li>
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<li><a href="#cannot-find-events-or-buses-with-strings">Cannot Find Events or Buses with Strings</a></li>
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</ul>
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</li>
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<li><a href="audiolink.html">AudioLink</a></li>
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@ -66,7 +67,40 @@ However any such changes aren't going to change the underlying Studio project, s
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<div class="highlight language-text"><pre><span></span>"Plugin 'FMODStudio' failed to load because module 'FMODStudio' could not be found.
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</pre></div>
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<p>The only way to work around this is to add a blank code class to the project and build the resulting solution before packaging again.<br />
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<p>The only way to work around this is to add a C++ class to the project and build the resulting solution before packaging again.</p>
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<p>Add an empty class from the <code>File</code> menu in <code>4.27</code> or <code>Tools</code> menu in <code>5+</code>.</p>
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<table>
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<thead>
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<tr>
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<th>4.27</th>
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<th>5+</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><img alt="New CPP Class 4" src="images/add-new-cpp-class-4.png" /></td>
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<td><img alt="New CPP Class 5" src="images/add-new-cpp-class-5.png" /></td>
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</tr>
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</tbody>
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</table>
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<p>Select any option.</p>
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<table>
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<thead>
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<tr>
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<th>4.27</th>
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<th>5+</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><img alt="Add CPP Class 4" src="images/add-cpp-class-4.png" /></td>
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<td><img alt="Add CPP Class" src="images/add-cpp-class-5.png" /></td>
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</tr>
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</tbody>
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</table>
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<p>Wait for UE to finish setting up the <code>.sln</code> and <code>Source</code> files.<br />
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<img alt="New SLN File" src="images/new-sln-file.png" /></p>
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<p>Attempt to repackage the project.<br />
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This is mentioned by Epic on their forum: <a href="https://answers.unrealengine.com/questions/72781/unable-to-run-community-plugins-when-packaged.html">Unable to run plugins when packaged</a>.</p>
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<h2 id="audio-not-muted-when-game-loses-focus"><a href="#audio-not-muted-when-game-loses-focus">9.8 Audio not muted when game loses focus</a></h2>
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<p>FMOD will not automatically mute its audio output when your game loses focus due to the user hitting alt-tab or switching to a different app. If you would like to mute FMOD audio when your game loses focus, make an <a href="https://docs.unrealengine.com/4.27/en-US/API/Runtime/Slate/Framework/Application/FSlateApplication/OnApplicationAct-_2/">OnApplicationActivationStateChanged</a> callback and write code to mute the FMOD master bus. Here is an example :</p>
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@ -91,7 +125,7 @@ This is mentioned by Epic on their forum: <a href="https://answers.unrealengine.
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</pre></div>
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<h2 id="endplay-with-play-in-editor"><a href="#endplay-with-play-in-editor">9.9 EndPlay with Play-In-Editor</a></h2>
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<p>Normally cleaning up in <code>EndPlay()</code> is valid and safe to do for your game, but during Play-In-Editor <code>EndPlay</code> doesn't get triggered until after the FMODStudio Module has already been shutdown. This isn't such an issue with <a href="https://fmod.com/docs/2.02/api/studio-api.html">Studio API</a>, as when the System gets released it cleans up all of it's managed handles. The issue is when using the <a href="https://fmod.com/docs/2.02/api/core-api.html">Core API</a> because you need to manage it's objects yourself.</p>
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<p>Normally cleaning up in <code>EndPlay()</code> is valid and safe to do for your game, but during Play-In-Editor <code>EndPlay</code> doesn't get triggered until after the FMODStudio Module has already been shutdown. This isn't such an issue with <a href="https://fmod.com/docs/2.03/api/studio-api.html">Studio API</a>, as when the System gets released it cleans up all of it's managed handles. The issue is when using the <a href="https://fmod.com/docs/2.03/api/core-api.html">Core API</a> because you need to manage it's objects yourself.</p>
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<p>We have a delegate that you can hook into, which will fire off a function before the FMOD System has been shutdown. You can access the delegate using <a href=""><code>IFMODStudioModule::Get().PreEndPIEEvent()</code></a>.</p>
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<p>Eg.</p>
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<div class="highlight language-text"><pre><span></span>void AMyActor::BeginPlay()
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@ -121,9 +155,12 @@ void AMyActor::ShutdownFunction()
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sound->release();
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}
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}
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</pre></div></div>
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</pre></div>
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<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
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<h2 id="cannot-find-events-or-buses-with-strings"><a href="#cannot-find-events-or-buses-with-strings">9.10 Cannot Find Events or Buses with Strings</a></h2>
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<p>This usually happens because the strings bank file has not been loaded. The strings bank is denoted with the file type <code>.strings.bank</code>, and includes all the metadata required to look up events, buses, snapshots, and VCAs by their paths during runtime. In the event that a path lookup is performed while the strings bank isn't loaded, the error <a href="https://fmod.com/docs/2.03/api/core-api-common.html#fmod_err_event_notfound">FMOD_ERR_EVENT_NOTFOUND</a> will occur, which will either be logged to the Unreal Console, or directly returned from the Studio API function being called.</p></div>
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<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
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</body>
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</html>
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