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  • Last night when I built a project for distro, when I attempted to launch, the program errored out saying that the fmod stuff was not installed.. any info on that?

    It also said the same thing about Substance when I disabled FMOD, so perhaps the engine isn't adding plugin DLL's into the build?
  • "saviornt" wrote:
    Last night when I built a project for distro, when I attempted to launch, the program errored out saying that the fmod stuff was not installed.. any info on that?

    It also said the same thing about Substance when I disabled FMOD, so perhaps the engine isn't adding plugin DLL's into the build?


    Ive not tried a build yet, but it does sound like the DLL's are'nt getting copied. I'll give it a try a bit later and see whats up.
  • Ok, ive figure out the packaging for FMOD and it should be similar for substancedesigner.

    1) You need to add the FMOD folder to 'Additional non-asset directorys to package'.



    2) build game.

    3) you then need to copy the engine/binaries/thirdparty/fmodstudio directory to the engine/binaries/thirparty drectory of your packaged game.

    A point to note is that the fmod plugin currently doesnt come with 32bit binaries so you will only be able to package for 64bit.
  • Excellent, thank you sir!

    There is one small hiccup though.. UE4 has a bug which I am running in to which disables packaging for x64 unless it's a developer/debug build :evil:

    edit: As a side note, the 2 threads should be merged, and then added to a sticky thread in both the UE4 section as well as the Audio development section :)
  • "saviornt" wrote:
    Excellent, thank you sir!

    There is one small hiccup though.. UE4 has a bug which I am running in to which disables packaging for x64 unless it's a developer/debug build :evil:


    Thats strange. It only seems to be a problem with the precompiled version of 4.7.2 my github version will let me build 64bit shipping.
  • Great, really interesting! Is there any chance to have a mac version of this plugin?
  • "devbmad" wrote:
    Great, really interesting! Is there any chance to have a mac version of this plugin?


    Im afraid I dont have a mac to compile with. But the source is included with the plugin. You could always compile it along with the github version of 4.7.2.
    Aditionally I only see a folder in the oculus sdk for android. Does the Mac use the same .so file?

    The good new is FMOD are hopefully going to add this as an extra module in there next plugin release.

    https://forums.unrealengine.com/showthread.php?61257-An-idiots-guide-to-using-the-Oculus-SDK-with-FMOD
  • Umh.. I don't think the android .so would work on mac, the press release talks about mac support, though.
    I'm prette new to UE plugins, but I would like to try to compile it, do you think it would be sufficient to integrate the source code from your zip into the UE source code and compile it and then follow the guide or should I add different files from the audio SDK?