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fmod-for-godot's Issues

Godot 4.1 crashes when enabling plugin

FMOD for Godot version

fmod-20214-for-godot-4.1-stable-1.0-alpha-3

System information

Ubuntu 23.04

Issue description

Godot crashes on startup after enabling fmod-for-godot plugin. Here is the log:

Godot Engine v4.1.stable.official.970459615 - https://godotengine.org
OpenGL API 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~23.04.1 - Compatibility - Using Device: Intel - Mesa Intel(R) Graphics (RPL-P)
 
Editing project: /home/gael/code/audio/Fmod for godot test
Godot Engine v4.1.stable.official.970459615 - https://godotengine.org
Vulkan API 1.3.238 - Forward+ - Using Vulkan Device #0: Intel - Intel(R) Graphics (RPL-P)
gael@leonovo:~/code/configs (main)$  
WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:73)
ERROR: Missing required editor-specific import metadata for a texture; please, reimport.
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture; please, reimport.
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture; please, reimport.
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture; please, reimport.
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture; please, reimport.
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture; please, reimport.
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture; please, reimport.
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture; please, reimport.
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture; please, reimport.
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture; please, reimport.
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture; please, reimport.
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
SCRIPT ERROR: Compile Error: Identifier not found: FMODStudioEditorModule
          at: GDScript::reload (res://addons/FMOD/editor/editor_addon.gd:22)
SCRIPT ERROR: Parse Error: Could not find type "StudioSystem" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:3)
SCRIPT ERROR: Parse Error: Could not find type "EventAsset" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:36)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:36)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:42)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:48)
SCRIPT ERROR: Parse Error: Could not find type "EventAsset" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:54)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:54)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:63)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:71)
SCRIPT ERROR: Parse Error: Could not find type "EventAsset" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:79)
SCRIPT ERROR: Parse Error: Could not find type "EventAsset" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:101)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:126)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:143)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:8)
SCRIPT ERROR: Parse Error: Identifier "FMODStudioModule" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:17)
SCRIPT ERROR: Parse Error: Identifier "FMODStudioModule" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:18)
SCRIPT ERROR: Parse Error: Identifier "FMODDebugMonitor" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:20)
SCRIPT ERROR: Parse Error: Identifier "FMODStudioModule" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:29)
SCRIPT ERROR: Parse Error: Identifier "RuntimeManager" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:33)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:37)
SCRIPT ERROR: Parse Error: Identifier "RuntimeManager" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:38)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:44)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:49)
SCRIPT ERROR: Parse Error: Identifier "RuntimeManager" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:50)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:55)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:58)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:64)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:66)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:72)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:74)
SCRIPT ERROR: Parse Error: Identifier "FMOD_3D_ATTRIBUTES" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:113)
SCRIPT ERROR: Parse Error: Identifier "RuntimeUtils" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:116)
SCRIPT ERROR: Parse Error: Identifier "RuntimeUtils" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:118)
SCRIPT ERROR: Parse Error: Identifier "RuntimeUtils" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:120)
SCRIPT ERROR: Parse Error: Identifier "RuntimeManager" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:127)
SCRIPT ERROR: Parse Error: Identifier "FMOD_3D_ATTRIBUTES" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:135)
SCRIPT ERROR: Parse Error: Identifier "RuntimeUtils" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:136)
SCRIPT ERROR: Parse Error: Identifier "RuntimeManager" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:144)
SCRIPT ERROR: Parse Error: Identifier "StudioEventEmitter3D" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:157)
SCRIPT ERROR: Parse Error: Could not find type "FMODStudioModule" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:161)
SCRIPT ERROR: Parse Error: Identifier "FMODStudioModule" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:162)
SCRIPT ERROR: Parse Error: Identifier "FMODStudioModule" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:171)
SCRIPT ERROR: Parse Error: Identifier "FMOD_3D_ATTRIBUTES" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:179)
SCRIPT ERROR: Parse Error: Identifier "RuntimeUtils" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/runtime_manager.gd:181)
SCRIPT ERROR: Compile Error: Identifier not found: FMODStudioEditorModule
          at: GDScript::reload (res://addons/FMOD/fmod.gd:12)
SCRIPT ERROR: Compile Error: Identifier not found: FMODStudioEditorModule
          at: GDScript::reload (res://addons/FMOD/fmod.gd:12)
Godot Engine v4.1.stable.official.970459615 - https://godotengine.org
Vulkan API 1.3.238 - Forward+ - Using Vulkan Device #0: Intel - Intel(R) Graphics (RPL-P)
 
ERROR: Attempt to remove unregistered singleton: FMODStudioModule
   at: unregister_singleton (core/core_bind.cpp:1641)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.stable.official (970459615f6b2b4151742ec6d7ef8559f87fd5c5)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x3c4b0) [0x7f2544a3c4b0] (??:0)
[2] unregister_fmod_types(godot::ModuleInitializationLevel) (??:0)
[3] godot::GDExtensionBinding::deinitialize_level(void*, GDExtensionInitializationLevel) (??:0)
[4] /usr/bin/godot() [0x47d136c] (??:0)
[5] /usr/bin/godot() [0xe45f0d] (??:0)
[6] /lib/x86_64-linux-gnu/libc.so.6(+0x23a90) [0x7f2544a23a90] (??:0)
[7] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x89) [0x7f2544a23b49] (??:0)
[8] /usr/bin/godot() [0xe76cee] (??:0)
-- END OF BACKTRACE --
================================================================

Steps to reproduce

  1. Create a new Godot project, close Godot
  2. Copy fmod-for-godot files to project folder
  3. Reopen Godot and activate plugin in Project Settings
  4. Close and reopen Godot

Godot crashes when opening the project

Minimal reproduction project

N/A

Sfx not playing occassionally

FMOD for Godot version

FMOD 2.02.17 for Godot 4.1.1 stable v1.0-alpha-4

System information

Windows 11

Issue description

Occasionally, and especially when a sfx is getting played a lot in a short time and then waits for a while before playing the sfx twice, the engine seems to "swallow" some requests to play a sfx from an emitter:

Awesome.mp4

Steps to reproduce

Play an sfx a lot using a StudioEventEmitter2D, wait 5 seconds then play the sfx twice

Minimal reproduction project

SfxDuplicateProblem.zip

I couldn't include the addons file, since the addon is too big. That ok?

Support git tags for package manager

FMOD for Godot version

1.0-alpha3_fmod20214_godot4.1

System information

Windows 11

Issue description

When I first tried to install this package without thinking, I tried to install it through Chickensoft's Chicken (it named GodotEnv nowdays) package manager.

https://github.com/chickensoft-games/GodotEnv#-addon-management

However, it failed because the remote repository didn't have any native libraries built.

I've set up the package registration as shown below.

image

The reason for using a package manager is to strongly tie the project to the version it uses and to ensure that the packages it depends on work.
(Nuget, NPM, etc.)

It would be nice to have a tag that holds the separately built deliverables for this.

Steps to reproduce

  1. Start Godot with .NET build
  2. open project directory and launch terminal
  3. Follow instructions from GodotEnv
  4. Take addon management instructions
  5. After running godotenv addons init in terminal to create addons.jsonc, setup content like below.
{
  "$schema": "https://chickensoft.games/schemas/addons.schema.json",
  "addons": {
    "FMOD": {
        "url": "https://github.com/alessandrofama/fmod-for-godot.git",
        "source": "remote",
        "checkout": "1.0-alpha3_fmod20214_godot4.1",
        "subfolder": "addons/FMOD"
    }
  }
}
  1. type godotenv addons install to install FMOD package from this repo.
  2. It takes pure repo content from origin.

Minimal reproduction project

FMOD.zip

  1. Extract ZIP
  2. Run terminal-commands.bat (Make sure .NET SDK installed)

Note : You can uninstall tool with dotnet tool uninstall --global Chickensoft.GodotEnv

FMOD cannot build banks while Godot editor is open

FMOD for Godot version

fmod-20214-for-godot-4.1-stable-1.0-alpha-2

System information

Windows 10

Issue description

Godot Version: v4.1.1.stable.official [bd6af8e0e], compatibility mode

After setting up FMOD plugin in Godot and confirming banks load events can play, attempting to build banks from the FMOD editor fails:

image

This effectively means the Godot editor must be closed every time changes in FMOD have been made. This severely hampers development as time between even small iterations is significant.

I have tried several things to prevent this and narrow down what might be causing it. So far, all of the following produces the same above error:

  • Restart the Godot Editor. Attempt to build before doing anything in godot (before playing or refreshing fmod or anything)
  • Do not load banks at startup, only via StudioBankLoader node set to Load On: Ready
  • Disable Live Updating
  • Create and run a tool script to call unload on StudioBankLoader
  • Create and run a tool script to call FMODStudioModule.shutdown
    • I also tried FMODStudioEditorModule.shutdown and both together
  • Disable the FMOD integration plugin

So the only thing I've been able to conclude is that banks seem to get locked as soon as the editor starts up, and will not be released until the editor shuts down no matter what settings are changed or code is executed.
One thing of note is that the banks only get locked after the first Refresh Project is performed in the plugin. But after that, the banks are locked every time the editor is opened for the lifetime of the application.

FMOD's verbose log while trying to build and failing:

18:57:53 Macro: Build Started Sript Action 
18:57:53 [Build 1 banks for 1 platforms]: Time started 
18:57:53 [Gather file stats in X:/Projects/_DProjects/godot/Legend of the Landscaper/FMOD/LandscaperFMOD/Assets]: Time started 
18:57:53 [Gather file stats in X:/Projects/_DProjects/godot/Legend of the Landscaper/FMOD/LandscaperFMOD/Assets]: Time taken is 0.13ms (0.000s) 
18:57:53 [Build bank "Master"]: Time started 
18:57:53 [Write X:/Projects/_DProjects/godot/Legend of the Landscaper/FMOD/LandscaperFMOD/Build/Desktop/Master.bank to file]: Time started 
18:57:53 "FMOD_ERROR (13): Error loading file." 
18:57:53 "FMOD_ERROR c:\\buildagent3\\work\\b8b6893b00c565e4\\studio\\src\\model\\bank.cpp(135): stream.open()" 
18:57:53 [Write X:/Projects/_DProjects/godot/Legend of the Landscaper/FMOD/LandscaperFMOD/Build/Desktop/Master.bank to file]: Time taken is 0.29ms (0.000s) 
18:57:53 "FMOD_ERROR (13): Error loading file." 
18:57:53 "FMOD_ERROR c:\\buildagent3\\work\\b8b6893b00c565e4\\studio\\src\\model\\bank.cpp(150): buildBank(this, dataType, absoluteBinaryPath(platform, locale, sBankSuffix(dataType)))" 
18:57:53 [Build bank "Master"]: Time taken is 5.46ms (0.005s) 
18:57:58 [Build 1 banks for 1 platforms]: Time taken is 4535.53ms (4.535s) 
18:57:58 Macro: Build Ended Script Action 

Steps to reproduce

  1. Create and open a new Godot project
  2. Copy the addons folder from the plugin's zip into the project folder
  3. In Project Settings > Plugins, enable the FMOD plugin
  4. Close the Godot editor
  5. Reopen the Godot project
  6. Create and open a new FMOD Studio project
  7. Create a test event in FMOD and assign it to the Master bank
  8. Save the FMOD project to the root folder of the Godot project
  9. Build banks
  10. In Godot's Project Settings, enable Advanced Settings
  11. In Godot's FMOD settings, set the Banks folder to *FMODProjectName*/Build/Desktop
  12. Close the Godot settings
  13. Open the FMOD plugin window with the button in the top right
  14. Click Refresh Project
  15. In FMOD Studio, attempt to build banks

Expected: Banks can be built without error
Result: FMOD is prevented from building banks

Minimal reproduction project

GDrive Download
Zip includes addons folder just for sanity

StudioEventEmitter2D doesn't play sound

FMOD for Godot version

plugin.cfg says 1.0 ... but I am pretty sure it's FMOD 2.02.17 for Godot 4.1.1 stable v1.0-alpha-4

System information

macOS 14.1.2 with Godot 4.1.1.

Issue description

First of all:
Thanks for creating this plugin! Sad that FMOD has no official support for Godot yet so this fills an important void.

Issue

  • When I add a "StudioEventEmitter2D" it doesn't seem to work when played in the game
  • I tried "play_event" "ready" and "enter_tree" as well as triggering it via GDScript but nothing made a sound play
  • I connected it correctly because when I play it from the plugin's "FMOD Project Browser" (after I switched to a bigger monitor), it works as expected

Errors in debugger:

W 0:00:00:0372   push_warning: [WARNING]: The requested event, parameter, bus or vca could not be found. get_event_by_id in src/api/studio_api.cpp:148
  <C++ Source>   ./core/variant/variant_utility.cpp:925 @ push_warning()

W 0:00:00:0372   push_warning: [WARNING]: An invalid object handle was used. load_sample_data in src/api/studio_api.cpp:1117
  <C++ Source>   ./core/variant/variant_utility.cpp:925 @ push_warning()

W 0:00:00:0372   push_warning: [WARNING]: An invalid object handle was used. create_instance in src/api/studio_api.cpp:1070
  <C++ Source>   ./core/variant/variant_utility.cpp:925 @ push_warning()

W 0:00:00:0372   push_warning: [WARNING]: An invalid object handle was used. start in src/api/studio_api.cpp:1449
  <C++ Source>   ./core/variant/variant_utility.cpp:925 @ push_warning()

Steps to reproduce

  1. Setup event in FMOD
  2. Add StudioEventEmitter2D in Godot project
  3. Select "Play event" "ready" or "enter_tree"
  4. Connect to event
  5. Run scene

Minimal reproduction project

(I removed the addon for obvious size reasons)
sound-pitch-test-bug.zip

Official Wiki

FMOD for Godot version

not needed

System information

not needed

Issue description

It would be great to create and convert your tutorials from FMOD + Godot Tutorials into a wiki on this repository.

This would make the documentation editable by anyone contributing to the project and prevent any loss of data if your website goes down for any reason.

Steps to reproduce

not needed

Minimal reproduction project

not needed

Web build for Godot 4.2

FMOD for Godot version

n/a

System information

Web

Issue description

As of Godot 4.2 (released today) GDExtension can finally be built for web. It would be awesome to be able to use this with the Web build of Godot, allowing much more advanced and dynamic audio in the browser

Steps to reproduce

n/a

Minimal reproduction project

n/a

Browsers are collapsed

FMOD for Godot version

fmod-20217-for-godot-4.1.1-stable-1.0-alpha-4

System information

Linux (Ubuntu 23.04)

Issue description

Everytime Godot is reopened, the browsers are collapsed when opening them for the first time:

browser-size.mp4

Obviously not a big issue but I'm ashamed to say it got me confused for a while 😆
It's very convenient to be able to resize the browser, maybe it should still have a minimal size?

Here's the log:

Godot Engine v4.1.1.stable.official.bd6af8e0e - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Xshape 1.1 detected.
Xinerama 1.1 detected.
Xrandr 1.6 detected.
Xrender 0.11 detected.
Xinput 2.2 detected.
XInput: Refreshing devices.
XInput: No touch devices found.
Vulkan devices:
  #0: NVIDIA NVIDIA GeForce GTX 1660 SUPER - Supported, Discrete
  #1: Unknown llvmpipe (LLVM 15.0.7, 256 bits) - Supported, CPU
Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1660 SUPER
Optional extension VK_KHR_incremental_present not found
Optional extension VK_GOOGLE_display_timing not found
- Vulkan Variable Rate Shading supported:
  Pipeline fragment shading rate
  Primitive fragment shading rate
  Attachment fragment shading rate, min texel size: (16, 16), max texel size: (16, 16)
- Vulkan multiview supported:
  max view count: 32
  max instances: 134217727
- Vulkan subgroup:
  size: 32
  stages: STAGE_VERTEX, STAGE_TESSELLATION_CONTROL, STAGE_TESSELLATION_EVALUATION, STAGE_GEOMETRY, STAGE_FRAGMENT, STAGE_COMPUTE, STAGE_RAYGEN_KHR, STAGE_ANY_HIT_KHR, STAGE_CLOSEST_HIT_KHR, STAGE_MISS_KHR, STAGE_INTERSECTION_KHR, STAGE_CALLABLE_KHR, STAGE_TASK_NV, STAGE_MESH_NV
  supported ops: FEATURE_BASIC, FEATURE_VOTE, FEATURE_ARITHMETIC, FEATURE_BALLOT, FEATURE_SHUFFLE, FEATURE_SHUFFLE_RELATIVE, FEATURE_CLUSTERED, FEATURE_QUAD, FEATURE_PARTITIONED_NV
  quad operations in all stages
Startup PSO cache (3.4 MiB)
ScreenSaver: DBus 1.14.4 detected.
PortalDesktop: DBus 1.14.4 detected.
Using "default" pen tablet driver...
Creating VMA small objects pool for memory type index 1
Shader 'CanvasSdfShaderRD' SHA256: 884841f2ed8f766f2ec50c7630bc034ee802170ea7afe00146eb9b501b6fe106
Shader 'SkeletonShaderRD' SHA256: 6bc2f8ef4b30b454ed825eb79818637020c3967eb512a04a9303e91d48c80a26
Shader 'SortShaderRD' SHA256: 412ea376207f1c650aff670638c1ba8c6602e7c6e2d023346389f03c9b898070
Shader 'ParticlesShaderRD' SHA256: f7ab6ccfa252be89882edb865a0c044053c5e338929dd6e1fa9e48d94dd7c7ac
Shader 'ParticlesCopyShaderRD' SHA256: 91b875446f6cb83730ece374de0d55df2b19a73640dea924f46a7da75d458103
Shader 'CanvasShaderRD' SHA256: 02e4d4e394d4d4d356a6056446b2ad3dce4a260af01de389e37159cb2919c0e3
Shader 'CanvasOcclusionShaderRD' SHA256: 7056555b40140d5d4fa7f634d9107d9b0c53f4988a9c267b12ecb2e9b79339bb
Shader 'ClusterRenderShaderRD' SHA256: e74d7eb7e8fa11d868ae9c77ed87e621549a85cc19907efda2cb9022010f3106
Shader 'ClusterStoreShaderRD' SHA256: a1146ca823067431cc78e070a0bd512d7ae5e62190b7eed5e125f96b4c0a53af
Shader 'ClusterDebugShaderRD' SHA256: 83e2437dfe07b95ac1d67c650fdf23af6a1484610816c522994f8fa9087daffd
Shader 'SceneForwardClusteredShaderRD' SHA256: 5a630ea5a33829193ef3a40dc4da0e39f17ce3a8c77e8a7ac789b99982144f61
Shader 'ResolveShaderRD' SHA256: cc90a4f2c705e3b20d9ba19a096b54e5619fe6298f485b98cb306c4e44aa9453
Shader 'TaaResolveShaderRD' SHA256: c3bd50ff28d1cf5a593920485472694b75e875312c00725c52aa1df0d3b35873
Shader 'SsEffectsDownsampleShaderRD' SHA256: 0dbb53e60c94a8c7d7e1bb8c962ad9a6f0fc293216fefa1fc1ea37a44d86fca7
Shader 'SsilShaderRD' SHA256: 63e628cfc12381799deefc60bf50552d4a7640aa10cf63fdf84ea93ea541c381
Shader 'SsilImportanceMapShaderRD' SHA256: c55b0b2baba2646a0f7567009b05e7acbfa335524a3f3683c0423d6a6a94ccd5
Shader 'SsilBlurShaderRD' SHA256: b2450b00ea26280e666a522dc687d39a8227f51fdf6b029597085b8d6ea6a2bf
Shader 'SsilInterleaveShaderRD' SHA256: d69b6050309243f6ef74b5603f008a6bf8330e4b3f0354b97bcbcc9c95703be3
Shader 'SsaoShaderRD' SHA256: 0937c03d70e85899b90dc34a45f5bd9822b73fec1566e922af3d6c062ef9088b
Shader 'SsaoImportanceMapShaderRD' SHA256: 56fd96198277dfa0f36f517803c0a9ce7472d25bab97ffd36a2b15c0ff1d15a4
Shader 'SsaoBlurShaderRD' SHA256: 8f23836971ceb8d5fef4c302502d7e02b8042e1004ef87274bb8b04fab8e19f7
Shader 'SsaoInterleaveShaderRD' SHA256: 8cdb821e9772807c355e880e986eb644062eab1ae9dc8ff42db59e7cac89352e
Shader 'ScreenSpaceReflectionScaleShaderRD' SHA256: cd61b242ea431a009a3b8b5010af05b7ffddd05ca5cd4d10486dad2803485f95
Shader 'ScreenSpaceReflectionShaderRD' SHA256: faa60f35e2f91f1715cb0e42d2050709fe742de5d72eabb37f9985333796be23
Shader 'ScreenSpaceReflectionFilterShaderRD' SHA256: 7a6a4769c4fc15e126e986bb7474257b7c90114042b87634f62bb4bd78e5df22
Shader 'SubsurfaceScatteringShaderRD' SHA256: 3a47474ea41c1ab67d56e550848f41927a2d67d2e1de4084970e48c587da9d47
Shader 'SkyShaderRD' SHA256: 3d7c408289bf826aba9dc433d32ba4c2bd222f07deb2921211ba48eac26fd9d6
Shader 'VoxelGiShaderRD' SHA256: fb1baf448be34295af6c42c77af446b2458932650f5d00ce923194c4d9265131
Shader 'VoxelGiDebugShaderRD' SHA256: 271f62d84e02344b9219f7186517599d17e3b18a27efb630f7960cf4557f68cd
Shader 'SdfgiPreprocessShaderRD' SHA256: bf9eab12054600f8af2280218756be8d78c3656fdef410d83214273d932ac06d
Shader 'SdfgiDirectLightShaderRD' SHA256: a006ba392117c4f3162292685a0476b64904e17d08cbfffb735554a60b7995f5
Shader 'SdfgiIntegrateShaderRD' SHA256: 49652bfbb10cff2d39a9c687b49d889ba799600982310b4e5e977f66ff13fc4d
Shader 'GiShaderRD' SHA256: e6582f64a59916025380009594f2fcd5c9d22525b3a7d3caad1e11bd38b56d09
Shader 'SdfgiDebugShaderRD' SHA256: 27cdb15febab97223a8e2c16d840cc50e7a652af374eec9ce7765d6d1cac21fa
Shader 'SdfgiDebugProbesShaderRD' SHA256: 3b48c587869d005dd5b942933181bee46a4dc441829670585dc39bb9e4458ce7
Shader 'VolumetricFogShaderRD' SHA256: 64171d81af1f283f227db68cac873686fbf672b73f2a504a3d967a5df51fafe7
Shader 'VolumetricFogProcessShaderRD' SHA256: 195852f319852f883dd2a4ba0b6f5cc5c3944daa9855f317d03498bb2ad2351f
Shader 'BokehDofShaderRD' SHA256: 740231f9184e30b53261c38e375c4c8c10b9970d370ba5012b655652f91c4124
Shader 'CopyShaderRD' SHA256: 207a7c8aa7fd8380cac15be4492cc2ec40b0b60da59e2bc7f9e00e700a6ef504
Shader 'CopyToFbShaderRD' SHA256: 9df1b2798f0817a2808802d4571852bc2392ae4c17bd8718b77a7e6ab6771356
Shader 'CubeToDpShaderRD' SHA256: 4933c20de143e376182a3823bc5aba3697964d0d244feb80d739ee73b527c9f4
Shader 'CubemapDownsamplerShaderRD' SHA256: 1476944f77adc4764c57ec91ee47d0c95dc0abd28cd6b6ae525dd04ea3e173aa
Shader 'CubemapFilterShaderRD' SHA256: f17f17bd1ffca0619464e706e0c7c0600b70291584fce577f41c103af9b1f9ff
Shader 'CubemapRoughnessShaderRD' SHA256: a7daf7eb929f5f743f35ad608b9ffa353b7dda2bf7ec66c3e088d9cd6fa957ef
Shader 'SpecularMergeShaderRD' SHA256: c6c4f2797a84a99cf42df508bdd4e026e53dbd67370214e4d536794687458926
Shader 'LuminanceReduceShaderRD' SHA256: ea366273aa1ae3cfbaf5b0d808a0d54fd64450cc41b6e7e0ac72a15d294bda82
Shader 'TonemapShaderRD' SHA256: f0c47d5cefe95675f0e641e28994970040cc37f5261113c6b95258acadbb7cc7
Shader 'VrsShaderRD' SHA256: da7b324ded4d06c2f1bcc4d484da79033119a41f10de5f48aec6c8eecbd870bd
Shader 'FsrUpscaleShaderRD' SHA256: 0c0a86c5ad302cf49577e51bec76a1e7d48dc221d8bbda0c1c366a380b7d1b4d
Shader 'BlitShaderRD' SHA256: e5047fcefa30442783be734705aed10b8020504a66f92f63ed86bdf34970cde1
JoypadLinux: udev enabled and loaded successfully.
PulseAudio 16.1.0 detected.
PulseAudio: context other
PulseAudio: context other
PulseAudio: context other
PulseAudio: context ready
PulseAudio: Detecting channels for device: helix_virtual.playback-stereo
PulseAudio: detected 2 output channels
PulseAudio: audio buffer frames: 512 calculated output latency: 11ms
 
Vulkan queue submit: Swapchain is out of date, recreating.
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 3144975361
EDITOR API HASH: 3555714656
Regenerating editor help cache
Found Android plugin FmodAndroidPlugin
Class 'EditorPropertyNameProcessor' is not exposed, skipping.
Class 'FramebufferCacheRD' is not exposed, skipping.
Class 'GDScriptEditorTranslationParserPlugin' is not exposed, skipping.
Class 'GDScriptNativeClass' is not exposed, skipping.
Class 'GLTFDocumentExtensionPhysics' is not exposed, skipping.
Class 'GLTFDocumentExtensionTextureWebP' is not exposed, skipping.
Class 'GodotPhysicsServer2D' is not exposed, skipping.
Class 'GodotPhysicsServer3D' is not exposed, skipping.
Class 'IPUnix' is not exposed, skipping.
Class 'MovieWriterMJPEG' is not exposed, skipping.
Class 'MovieWriterPNGWAV' is not exposed, skipping.
Class 'ResourceFormatImporterSaver' is not exposed, skipping.
Class 'ResourceImporterMP3' is not exposed, skipping.
Class 'ResourceImporterOggVorbis' is not exposed, skipping.
Class 'SceneCacheInterface' is not exposed, skipping.
Class 'SceneRPCInterface' is not exposed, skipping.
Class 'SceneReplicationInterface' is not exposed, skipping.
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
   at: _EDITOR_GET (editor/editor_settings.cpp:1127)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
   at: _EDITOR_GET (editor/editor_settings.cpp:1127)
Class 'UniformSetCacheRD' is not exposed, skipping.
EditorSettings: Load OK!
WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:73)
Loaded system CA certificates
Creating VMA small objects pool for memory type index 3
[FMOD] Saved Project Settings
EditorSettings: Save OK!
Found Android plugin FmodAndroidPlugin
Socket error: 111
Connection to remote host failed!
Found Android plugin FmodAndroidPlugin

Steps to reproduce

  1. Create a new Godot project, close Godot
  2. Copy fmod-for-godot files to project folder
  3. Reopen Godot and activate plugin in Project Settings
  4. Close and reopen Godot
  5. Load Banks
  6. Refresh project
  7. Try to load a ParameterAsset or Event with the browser

Minimal reproduction project

N/A

Naming GUIDs

FMOD for Godot version

fmod-20217-for-godot-4.1.1-stable-1.0-alpha-4

System information

Windows 11

Issue description

Hi there!

I wanted to propose a small improvement in the naming of the GUID classes.
Specifically, I have an autoload node called Events that handles application-wide signals and other things.

Upgrading to 4.2, gave me a conflict with the library's Events class.

Thinking long-term and given that the name "Events" or any other name for that matter (Busses, Banks, etc) could conflict with user classes, it might be beneficial to use more specific names.
Those names could just include an FMOD_ prefix (FMOD_Events) or sth similar.

I have already made this simple change on my project so I can continue working, and it does not seem to cause any issues. If what I'm proposing does not have any unwanted consequences I'm not aware of I'm totally down to do a PR that resolves the issue.

Steps to reproduce

  1. Use Godot 4.2 (not sure if it matters)
  2. Create a custom class called Events (or Busses, Banks) and autoload it
  3. Tada! Compilation error

Minimal reproduction project

Pretty simple reproduction. No need to upload project.

Audio latency on Windows 11

FMOD for Godot version

FMOD 2.02.17 for Godot 4.1.1 stable v1.0-alpha-4

System information

Windows 11

Issue description

There's significant latency when I'm running a it on Windows. I've tried to solve it by lowering the audio buffer size and changing settings, but it doesn't seem to help. The latency is still there if I create a EventInstance beforehand and start it.

Here's a video , the pitched down sound is Godot's AudioStreamPlayer.
https://streamable.com/4fitti

Steps to reproduce

Create a node with a EventAsset, and a AudioStreamPlayer that has the same sound (I just use a click sound). Pitch that one up or down.

Play both the FMOD event and the AudioStreamlayer when clicking/pressing a key. The AudioStreamPlayer will play about 100-200 ms before FMOD.

Minimal reproduction project

I omitted the addon files so they need to be added, and the sound event has to be added to the node.
Press space to play the sounds

fmodlatency.zip

Audio not played in export

FMOD for Godot version

FMOD 2.02.17 for Godot 4.1.1 stable v1.0-alpha-4

System information

Windows 10

Issue description

In playmode in the editor, the audio is played. Without the StudioBankLoader and so on. Everything by code.
But the audio is not played on export and there are warnings that the banks were not found.
Currently only tested with Windwos 10.

Godot Version
Godot v4.1.1.stable.mono.official [bd6af8e0e]

I use the C# version because I want to write the game in it. But for Fmod there is currently only a GDScript plugin. Both languages are allowed in Godot at the same time according to the documentation.

Code example

Load banks in MainScene

extends Node2D

@export var bank_asset_master: BankAsset
@export var bank_asset_mstring: BankAsset
@export var bank_asset_ui: BankAsset

func _enter_tree() -> void:
	FMODStudioModule.get_studio_system().load_bank_file(bank_asset_master.file_path, FMODStudioModule.FMOD_STUDIO_LOAD_BANK_NORMAL, false)
	FMODStudioModule.get_studio_system().load_bank_file(bank_asset_mstring.file_path, FMODStudioModule.FMOD_STUDIO_LOAD_BANK_NORMAL, false)
	FMODStudioModule.get_studio_system().load_bank_file(bank_asset_ui.file_path, FMODStudioModule.FMOD_STUDIO_LOAD_BANK_NORMAL, false)
	print("File Path: " + bank_asset_master.file_path)
	print("File Path: " + bank_asset_mstring.file_path)
	print("File Path: " + bank_asset_ui.file_path)

Code to start audio in second scene

extends Node2D

@export var event: Array[String]
var instance: EventInstance
var index: int

func _ready():
	index = 0
	instance = FMODRuntime.create_instance_path(event[0])
	print("Instance: " + event[0])

func _on_audio_start_pressed():
	instance.start()

func _on_audio_stop_pressed():
	instance.stop(FMODStudioModule.FMOD_STUDIO_STOP_ALLOWFADEOUT)

func _on_tree_exited():
	instance.stop(FMODStudioModule.FMOD_STUDIO_STOP_IMMEDIATE)
	instance.release()

func _on_next_sound_pressed():
	index += 1
	if index == 0:
		instance.stop(FMODStudioModule.FMOD_STUDIO_STOP_IMMEDIATE)
		instance.release()
		instance = FMODRuntime.create_instance_path(event[index])
		print("Sound: " + event[index])
	elif index == 1:
		instance.stop(FMODStudioModule.FMOD_STUDIO_STOP_IMMEDIATE)
		instance.release()
		instance = FMODRuntime.create_instance_path(event[index])
		index = -1
		print("Sound: " + event[index])

Export Console

Picture from export console with warnings. Bank files not found
grafik

Steps to reproduce

  1. Create new project
  2. Create Scene
  3. Set up plugin
  4. Play audio by code
  5. Export project for Windows

Minimal reproduction project

I can submit it later.

Unable to build project with CI when FMOD plugin is installed

FMOD for Godot version

FMOD 2.02.17 for Godot 4.1.1 stable v1.0-alpha-4

System information

ubuntu 20.04 (docker)

Issue description

I've created the following blank Godot 4 project with a very basic bank (not even used in Godot project). I would like to build the project from CI/CD using the great abarichello/godot-ci project.

There are several script errors and missing resources when running the project on the fmod branch. Most of these errors are related to missing types or identifiers in the fmod_runtime_manager.gd script, and missing editor-specific import metadata for some textures. Additionally, there's a fatal error which leads to a program crash.

See complete log
Godot Engine v4.1.2.stable.official.399c9dc39 - https://godotengine.org/
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Using "default" pen tablet driver...
JoypadLinux: udev enabled and loaded successfully.
 
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 206002781
EDITOR API HASH: 121686721
Regenerating editor help cache
Found Android plugin FmodAndroidPlugin
Class 'EditorPropertyNameProcessor' is not exposed, skipping.
Class 'GDScriptEditorTranslationParserPlugin' is not exposed, skipping.
Class 'GDScriptNativeClass' is not exposed, skipping.
Class 'GLTFDocumentExtensionPhysics' is not exposed, skipping.
Class 'GLTFDocumentExtensionTextureWebP' is not exposed, skipping.
Class 'GodotPhysicsServer2D' is not exposed, skipping.
Class 'GodotPhysicsServer3D' is not exposed, skipping.
Class 'IPUnix' is not exposed, skipping.
Class 'MovieWriterMJPEG' is not exposed, skipping.
Class 'MovieWriterPNGWAV' is not exposed, skipping.
Class 'ResourceFormatImporterSaver' is not exposed, skipping.
Class 'ResourceImporterMP3' is not exposed, skipping.
Class 'ResourceImporterOggVorbis' is not exposed, skipping.
Class 'SceneCacheInterface' is not exposed, skipping.
Class 'SceneRPCInterface' is not exposed, skipping.
Class 'SceneReplicationInterface' is not exposed, skipping.
WARNING: Custom cursor shape not supported by this display server.
     at: cursor_set_custom_image (servers/display_server.cpp:480)
SCRIPT ERROR: Parse Error: Could not find type "StudioSystem" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:3)
SCRIPT ERROR: Parse Error: Could not find type "EventAsset" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:36)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:36)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:42)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:48)
SCRIPT ERROR: Parse Error: Could not find type "EventAsset" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:54)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:54)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:63)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:71)
SCRIPT ERROR: Parse Error: Could not find type "EventAsset" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:79)
SCRIPT ERROR: Parse Error: Could not find type "EventAsset" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:101)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:126)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:143)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:8)
SCRIPT ERROR: Parse Error: Identifier "FMODStudioModule" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:17)
SCRIPT ERROR: Parse Error: Identifier "FMODStudioModule" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:18)
SCRIPT ERROR: Parse Error: Identifier "FMODDebugMonitor" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:20)
SCRIPT ERROR: Parse Error: Identifier "FMODStudioModule" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:29)
SCRIPT ERROR: Parse Error: Could not resolve member "studio_system".
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:33)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:37)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:44)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:49)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:55)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:58)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:64)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:66)
SCRIPT ERROR: Parse Error: Could not find type "EventDescription" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:72)
SCRIPT ERROR: Parse Error: Could not find type "EventInstance" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:74)
SCRIPT ERROR: Parse Error: Identifier "FMOD_3D_ATTRIBUTES" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:113)
SCRIPT ERROR: Parse Error: Identifier "RuntimeUtils" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:116)
SCRIPT ERROR: Parse Error: Identifier "RuntimeUtils" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:118)
SCRIPT ERROR: Parse Error: Identifier "RuntimeUtils" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:120)
SCRIPT ERROR: Parse Error: Identifier "FMOD_3D_ATTRIBUTES" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:135)
SCRIPT ERROR: Parse Error: Identifier "RuntimeUtils" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:136)
SCRIPT ERROR: Parse Error: Identifier "StudioEventEmitter3D" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:157)
SCRIPT ERROR: Parse Error: Could not find type "FMODStudioModule" in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:161)
SCRIPT ERROR: Parse Error: Identifier "FMODStudioModule" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:162)
SCRIPT ERROR: Parse Error: Identifier "FMODStudioModule" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:171)
SCRIPT ERROR: Parse Error: Identifier "FMOD_3D_ATTRIBUTES" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:179)
SCRIPT ERROR: Parse Error: Identifier "RuntimeUtils" not declared in the current scope.
          at: GDScript::reload (res://addons/FMOD/runtime/fmod_runtime_manager.gd:181)
ERROR: Script does not inherit from Node: res://addons/FMOD/runtime/fmod_runtime_manager.gd.
   at: _create_autoload (editor/editor_autoload_settings.cpp:423)
WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:73)
Loaded system CA certificates
EditorSettings: Save OK!
ERROR: Missing required editor-specific import metadata for a texture (please reimport it using the 'Import' tab): 'res://.godot/imported/bank_icon.svg-e88ff69e5163a57c4926ed9582cf5208.editor.meta'
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture (please reimport it using the 'Import' tab): 'res://.godot/imported/bus_icon.svg-c3b0526565bf49c99329b343e8d00a40.editor.meta'
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture (please reimport it using the 'Import' tab): 'res://.godot/imported/c_parameter_icon.svg-5b0fa045bdd1406175454131a0af0dff.editor.meta'
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture (please reimport it using the 'Import' tab): 'res://.godot/imported/d_parameter_icon.svg-d7ec1115143890191303e60b552df542.editor.meta'
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture (please reimport it using the 'Import' tab): 'res://.godot/imported/event_icon.svg-043c705723964fab9af2dd9922a92563.editor.meta'
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture (please reimport it using the 'Import' tab): 'res://.godot/imported/fmod_icon.svg-f41d88c38b2d44ab7b714bc51d959622.editor.meta'
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture (please reimport it using the 'Import' tab): 'res://.godot/imported/folder_closed.svg-ec1a61bfb462b3ab84fc9c69410d995e.editor.meta'
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture (please reimport it using the 'Import' tab): 'res://.godot/imported/folder_opened.svg-40fae91eff73ee4d13ff7d45de2bc499.editor.meta'
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture (please reimport it using the 'Import' tab): 'res://.godot/imported/l_parameter_icon.svg-b3150a4178950ddc36be6ab21128320e.editor.meta'
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture (please reimport it using the 'Import' tab): 'res://.godot/imported/snapshot_icon.svg-936970fe2f6f021d3c4b6fe0302f3ba2.editor.meta'
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Missing required editor-specific import metadata for a texture (please reimport it using the 'Import' tab): 'res://.godot/imported/vca_icon.svg-fc5bfda9f408aae7588fb7bb267e0bd0.editor.meta'
   at: _load_editor_meta (editor/import/resource_importer_texture.cpp:420)
ERROR: Unable to open file: res://.godot/imported/fmod_icon.svg-f41d88c38b2d44ab7b714bc51d959622.editor.ctex.
[FMOD] Saved Project Settings
   at: _load_data (scene/resources/texture.cpp:847)
ERROR: Failed loading resource: res://.godot/imported/fmod_icon.svg-f41d88c38b2d44ab7b714bc51d959622.editor.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://addons/FMOD/editor/images/fmod_icon.svg. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Error loading resource: 'res://addons/FMOD/editor/images/fmod_icon.svg'.
   at: load (core/core_bind.cpp:73)
ERROR: Unable to open file: res://.godot/imported/folder_closed.svg-ec1a61bfb462b3ab84fc9c69410d995e.editor.ctex.
   at: _load_data (scene/resources/texture.cpp:847)
ERROR: Failed loading resource: res://.godot/imported/folder_closed.svg-ec1a61bfb462b3ab84fc9c69410d995e.editor.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://addons/FMOD/editor/images/folder_closed.svg. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Error loading resource: 'res://addons/FMOD/editor/images/folder_closed.svg'.
   at: load (core/core_bind.cpp:73)
ERROR: Unable to open file: res://.godot/imported/folder_opened.svg-40fae91eff73ee4d13ff7d45de2bc499.editor.ctex.
   at: _load_data (scene/resources/texture.cpp:847)
ERROR: Failed loading resource: res://.godot/imported/folder_opened.svg-40fae91eff73ee4d13ff7d45de2bc499.editor.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://addons/FMOD/editor/images/folder_opened.svg. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Error loading resource: 'res://addons/FMOD/editor/images/folder_opened.svg'.
   at: load (core/core_bind.cpp:73)
ERROR: Unable to open file: res://.godot/imported/event_icon.svg-043c705723964fab9af2dd9922a92563.editor.ctex.
   at: _load_data (scene/resources/texture.cpp:847)
ERROR: Failed loading resource: res://.godot/imported/event_icon.svg-043c705723964fab9af2dd9922a92563.editor.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://addons/FMOD/editor/images/event_icon.svg. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Error loading resource: 'res://addons/FMOD/editor/images/event_icon.svg'.
   at: load (core/core_bind.cpp:73)
ERROR: Unable to open file: res://.godot/imported/bank_icon.svg-e88ff69e5163a57c4926ed9582cf5208.editor.ctex.
   at: _load_data (scene/resources/texture.cpp:847)
ERROR: Failed loading resource: res://.godot/imported/bank_icon.svg-e88ff69e5163a57c4926ed9582cf5208.editor.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://addons/FMOD/editor/images/bank_icon.svg. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Error loading resource: 'res://addons/FMOD/editor/images/bank_icon.svg'.
   at: load (core/core_bind.cpp:73)
ERROR: Unable to open file: res://.godot/imported/snapshot_icon.svg-936970fe2f6f021d3c4b6fe0302f3ba2.editor.ctex.
   at: _load_data (scene/resources/texture.cpp:847)
ERROR: Failed loading resource: res://.godot/imported/snapshot_icon.svg-936970fe2f6f021d3c4b6fe0302f3ba2.editor.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://addons/FMOD/editor/images/snapshot_icon.svg. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Error loading resource: 'res://addons/FMOD/editor/images/snapshot_icon.svg'.
   at: load (core/core_bind.cpp:73)
ERROR: Unable to open file: res://.godot/imported/bus_icon.svg-c3b0526565bf49c99329b343e8d00a40.editor.ctex.
   at: _load_data (scene/resources/texture.cpp:847)
ERROR: Failed loading resource: res://.godot/imported/bus_icon.svg-c3b0526565bf49c99329b343e8d00a40.editor.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://addons/FMOD/editor/images/bus_icon.svg. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Error loading resource: 'res://addons/FMOD/editor/images/bus_icon.svg'.
   at: load (core/core_bind.cpp:73)
ERROR: Unable to open file: res://.godot/imported/vca_icon.svg-fc5bfda9f408aae7588fb7bb267e0bd0.editor.ctex.
   at: _load_data (scene/resources/texture.cpp:847)
ERROR: Failed loading resource: res://.godot/imported/vca_icon.svg-fc5bfda9f408aae7588fb7bb267e0bd0.editor.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://addons/FMOD/editor/images/vca_icon.svg. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Error loading resource: 'res://addons/FMOD/editor/images/vca_icon.svg'.
   at: load (core/core_bind.cpp:73)
ERROR: Unable to open file: res://.godot/imported/c_parameter_icon.svg-5b0fa045bdd1406175454131a0af0dff.editor.ctex.
   at: _load_data (scene/resources/texture.cpp:847)
ERROR: Failed loading resource: res://.godot/imported/c_parameter_icon.svg-5b0fa045bdd1406175454131a0af0dff.editor.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://addons/FMOD/editor/images/c_parameter_icon.svg. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Error loading resource: 'res://addons/FMOD/editor/images/c_parameter_icon.svg'.
   at: load (core/core_bind.cpp:73)
WARNING: [FMOD] Failed to get icon: 0
     at: push_warning (./core/variant/variant_utility.cpp:925)
WARNING: [FMOD] Failed to get icon: 4
     at: push_warning (./core/variant/variant_utility.cpp:925)
WARNING: [FMOD] Failed to get icon: 3
     at: push_warning (./core/variant/variant_utility.cpp:925)
WARNING: [FMOD] Failed to get icon: 5
     at: push_warning (./core/variant/variant_utility.cpp:925)
WARNING: [FMOD] Failed to get icon: 8
     at: push_warning (./core/variant/variant_utility.cpp:925)
WARNING: [FMOD] Failed to get icon: 6
     at: push_warning (./core/variant/variant_utility.cpp:925)
WARNING: [FMOD] Failed to get icon: 7
     at: push_warning (./core/variant/variant_utility.cpp:925)
WARNING: [FMOD] Failed to get icon: 0
[FMOD] Cache created in res://addons/FMOD/editor/cache/fmod_project_cache.tres
     at: push_warning (./core/variant/variant_utility.cpp:925)
reimport: begin: (Re)Importing Assets steps: 13
ERROR: Unable to open file: res://.godot/imported/fmod_emitter.png-e0c584c022923e704103a5722938e616.s3tc.ctex.
	reimport: step 0: bank_icon.svg
   at: _load_data (scene/resources/texture.cpp:847)
	reimport: step 1: bus_icon.svg
ERROR: Failed loading resource: res://.godot/imported/fmod_emitter.png-e0c584c022923e704103a5722938e616.s3tc.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://addons/FMOD/editor/images/fmod_emitter.png. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:273)
ERROR: Error loading resource: 'res://addons/FMOD/editor/images/fmod_emitter.png'.
   at: load (core/core_bind.cpp:73)
	reimport: step 2: c_parameter_icon.svg
etcpak: Encoding image size 64x64 to format DXT5 RGBA8, with mipmaps.
etcpak: Encoding took 0 ms.
	reimport: step 6: fmod_icon.svg
	reimport: step 7: folder_closed.svg
	reimport: step 8: folder_opened.svg
	reimport: step 9: l_parameter_icon.svg
	reimport: step 10: snapshot_icon.svg
	reimport: step 11: vca_icon.svg
	reimport: step 12: icon.svg
ERROR: Prepare Template: The given export path doesn't exist.
reimport: end
   at: add_message (editor/export/editor_export_platform.h:178)
ERROR: Project export for preset "Linux/X11" failed.
   at: _fs_changed (editor/editor_node.cpp:1003)
Found Android plugin FmodAndroidPlugin
EditorSettings: Save OK!
XR: Clearing primary interface
ERROR: Attempt to remove unregistered singleton: FMODStudioModule
   at: unregister_singleton (core/core_bind.cpp:1641)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.2.stable.official (399c9dc393f6f84c0b4e4d4117906c70c048ecf2)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
ERROR: FATAL: Index p_index = 1 is out of bounds (size() = 0).
   at: get (./core/templates/cowdata.h:155)

================================================================
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.1.2.stable.official (399c9dc393f6f84c0b4e4d4117906c70c048ecf2)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
ERROR: FATAL: Index p_index = 1 is out of bounds (size() = 0).
   at: get (./core/templates/cowdata.h:155)
Illegal instruction (core dumped)
Error: Process completed with exit code 132.

Steps to reproduce

  1. Fork https://github.com/GabLeRoux/godot-fmod-ci-example
  2. Enable running actions
  3. Push empty commits on both main and fmod branches using git commit -m "empty commit to trigger pipeline" --allow-empty
  4. :fire

Minimal reproduction project

https://github.com/GabLeRoux/godot-fmod-ci-example

Feature request: quick playback of events from the editor

FMOD for Godot version

built from source

System information

Ventura 13.5.2

Issue description

Hey, I'm working on a game with FMOD. Sound designers sent me the banks with many new sounds, and I don't know e.g. which of the events are looped or not until I write some code to play them.

Would be cool to play the sounds available in the banks right in the Godot editor. For example, in that menu with the list of all events (not only events) where their paths can be copied.

Steps to reproduce

Minimal reproduction project

StudioSystem.get_bus_by_id fails without explicitly waiting before calling it

FMOD for Godot version

1.0

System information

Windows 11

Issue description

Hi, calling StudioSystem.get_bus_by_id with a valid ID fails for me. I have made sure to close/re-open godot, export the FMOD project, refresh it, and regerate the IDs (they haven't changed because I didn't change anything in the FMOD project itself). Only the modified_time field in the BankAssets resource have been updated.

Am I using this wrong? I expected StudioSystem to be ready to use as soon as StudioSystem.is_valid()returnstrue`. But maybe that's wrong?

Thank you.

Steps to reproduce

When I call StudioSystem.get_bus_by_id immediately without waiting, the Bus cannot be found. If I wait some time, it works.

Not working:

assert(StudioSystem.is_valid()) # true
var bus := StudioSystem.get_bus_by_id(FMODGuids.Busses.MASTER_BUS)
assert(bus.is_valid()) # false

Working:

assert(StudioSystem.is_valid()) # true
await get_tree().create_timer(1.0).timeout
var bus := StudioSystem.get_bus_by_id(FMODGuids.Busses.MASTER_BUS)
assert(bus.is_valid()) # true

Minimal reproduction project

Providing this is currently not possible, because it would be hard to re-recreate my project exactly. I'd rather take the time to look into the actual source code to help with finding the bug. Thanks for understanding.

Co-ordinate system is inconsistent in 3D

Godot version

4.0.stable

FMOD version

2.02.12

System information

Windows 10

Issue description

The coordinates between Godot and FMOD seem to be inconsistent, causing the sound to come out of the wrong headphone ears and in opposite attenuation directions(yes, I did double check that I was wearing my headphones right.)

Steps to reproduce

  • Play the Main scene in the project. The audio seems to be coming out of the wrong ears.
  • Delete the camera object from the scene. Add the camera_fixed object into the scene from the filesystem tab. The audio seems to be working fine now.
  • Note the difference in the transform values of the StudioListener3D between the two cameras. Default has everything set to 0, while the Fixed camera has its rotation as (0,180,0), and scale as (-1,0,0)

Minimal reproduction project

https://github.com/surfacedfox/Godot-FMOD-coordinates

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