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View Code? Open in Web Editor NEWFMOD Studio GDExtension bindings for the Godot game engine
License: MIT License
FMOD Studio GDExtension bindings for the Godot game engine
License: MIT License
I got a bug that occurs after using FMOD.shutdown() and later reinitializing it. The functionality stops working and this error is printed:
ERROR: void __cdecl godot::Fmod::_process(float): A socket error occurred. This is a catch-all for socket-related errors not listed elsewhere.
I looked into the shutdown implementation and the following seemed odd:
In godot_fmod.cpp shouldn't:
system = nullptr;
coreSystem = nullptr;
ERROR_CHECK(system->unloadAll());
ERROR_CHECK(system->release());
be this:
ERROR_CHECK(system->unloadAll());
ERROR_CHECK(system->release());
coreSystem = nullptr;
system = nullptr;
I recompiled the libraries and the error spam stopped, so it seems like it fixed something.
Unity is already featured on the FMOD page: https://www.fmod.com/resources/documentation-unity?version=2.02&page=welcome.html
Investigate what we'd need to do to transform this project into an official FMOD plugin for Godot.
This could allow us to legally access the FMOD binaries and sign them, for example, and then bundle that up for people to use. This repository here would not contain the bundle but instead, the plugin would be available on the FMOD asset store.
Using Fmod API 2.01.16 with driver 3.1.1 produces these errors on launching the project (and every time it's minimized and then maximized)
Translation: "Could not find procedure entry point..."
This is even before adding sound banks and initializing Fmod through a script. (Steps to reproduce: create Godot v3.4.4 project, add driver 3.1.1, add API libraries from 2.01.06, launch the project)
Through trial and error, I found that API 2.02.03 and 2.02.07 both work, so it looks like the Fmod compatibility matrix should read 2.02.xx for driver 3.x.x
@piiertho Would it be possible to enable the Discussions feature for this repository? I'd have a couple of things I need clarification on and I do not want to spam issues or pull requests with it.
Application using GDNative crash when calling loadSound or loadBank methods.
The only information printed in console is : drivers/unix/net_socket_posix.cpp:190 - Socket error: 10054.
In godot-issue-27444 it is said that this error appears when debugger drop unexpectedly the app.
So for now we have no info about what is causing the bug.
We need to investigate what is crashing the app in the called methods.
Hello,
I'm trying the fmod integration in Godot.
Demo project works great on my system (Linux 64)
Many thanks for your work !!
Would it be possible to get the fmod project (.fspro) you used to generate the bank used in Godot.
I would like to learn and experiment the "live update" feature
If opening the demo-project in Godot v3.3 RC8, you get swamped with errors:
ERROR: Request for nonexistent InputMap action 'kill_event'.
At: main/input_default.cpp:110
ERROR: Request for nonexistent InputMap action 'rotate_right'.
At: main/input_default.cpp:102
ERROR: Request for nonexistent InputMap action 'rotate_left'.
Seems that these actions either have to be properly defined OR the relevant input code that calls these actions has to be removed.
Are these missing actions, leftovers that have to be removed? or are they just missing?
hello
when i try to build my project for android i receive an error
Task :compileDebugJavaWithJavac FAILED
project/android/fmod/src/FmodSingleton.java:32: error: incompatible types: Activity cannot be converted to Godot
i had to add implementation instead of compile() and make my build.gradle immutable or else it would change the file back and tell me that there was no compile() methods.
Hello, can you do a teaching video to demonstrate how Fmod and Godot interact? I'm new to both of them. I downloaded the demo, but I can't open the project file in the demo folder with Godot. I really want to learn Fmod and Godot integration, but I can't practice it. Thank you for your answer.
There seems to be a slight delay when playing sounds for me. I did some googling and a possible problem might be the buffer size configured (see Unity forum)
Within fmod.h
I found this signature:
FMOD_RESULT F_API FMOD_System_SetDSPBufferSize (FMOD_SYSTEM *system, unsigned int bufferlength, int numbuffers);
FMOD_RESULT F_API FMOD_System_GetDSPBufferSize (FMOD_SYSTEM *system, unsigned int *bufferlength, int *numbuffers);
I might raise a PR to support those two methods, so we can call them from within Godot.
Currently the libGodotFmod.osx.release.64.dylib
library for macOS is only built for the x86_64 architecture and not the arm64 (apple silicon) architecture. Having a universal build will support both of these architectures.
Both FMOD and godot-cpp (3.4-stable) are built as universal and support both architectures.
The current CI process has godot-cpp tagged at 3.3.4-stable, which unfortunately does not include the universal build changes. So the CI process will need to be moved forward to 3.4-stable to support this work. I attempted to bring in the macOS universal support with #97, which should still be valid when the repo is aligned with godot-cpp version 3.4. Those changes worked for me locally because I had godot-cpp checked out to master and didn't realize the CI process was tagged at version 3.3.4.
The latest release in utopia-rise/godot-cpp is 3.3.4-stable so the 3.4-stable version is not yet available.
@piiertho or @CedNaru do you know when a 3.4-stable version of the utopia-rise/godot-cpp fork will be available? I'm happy to help with this, but not sure where to start with that piece.
Thanks for the great work on this project!
I tried to run fmod gdnative test project with libraries for linux 32bit. I am using the newest version of Fmod studio/core api. here's log file from godot including all errors. i used code from master branch to compile libs.
engine_log.txt
I'm getting some memory leakage in my project, but only when I don't call Fmod.init()
This happens because the Fmod GDNative instance is created on _ready(), but not freed automatically when Fmod.gd exists the tree.
A possible solution:
Free the fmod_godot
variable (containing the GDNative instance) in an _exit_tree()
-function as such:
This seems to get rid of the memory leakage.
NOTE: I haven't thoroughly tested this! There might be issues when you are actually using Fmod! (This could be solved by adding an if-loop that checks if the fmod_godot
variable is null or not)
How to replicate:
Just add the FMOD addons folder and set verbose_output
to true in the ProjectSettings. Running the game and then quitting it (by pressing the X button) will nag about memory leakage.
On MacOS it is not possible to either open or run games that are using this extension, as the loaded .dylib files are considered insecure by the latest MacOS security policies. To work around this issue, the dylib files need to be manually approved within the security section of the operating system, however, this is not an acceptable solution when trying to bundle the game for people to play. Also, it makes it difficult for collaborators to clone your game and try it out on their MacOS, as they will face the same issue.
The solution to this problem is to use codesign
https://stackoverflow.com/a/61176509 where the artifacts need to be signed. We should document this issue on the README
and include steps for people to circumvent that by code signing their artifacts (including the FMOD dylibs)
Please note that M1 laptops might require special treatment here as the security on them has been tightened by Apple!
Hello! For some reason, I can't receive any signals from the FmodNative class ("sound_played," "sound_stopped," etc).
External scripts haven't received the signal from the Fmod singleton. I tried editing the singleton's script to make sure the _on_sound_stopped() function was being called in the first place, but it never seemed to fire.
I re-downloaded the latest release (v3.1.1), created a new Godot 3.5 project, and made a simple script to play a one-shot sound. The script also connects to the sound_played and sound_stopped signals, and should print the name of the signal once called. It never receives the signals.
It's possible this is a Godot 3.5-specific issue - I haven't had the chance to try a new 3.4 project.
Is this a bug, or am I doing something wrong?
Hi,
thank you for providing this great FMOD integration for Godot <3.
Would it be possible in future releases to expose the FMOD_ADVANCEDSETTINGS and getter/setter [1]?
This would allow to set the randomSeed which defaults to 0, which means every randomized parameter/instrument etc. starts with the same value/sound when you re-start a game using FMOD.
There are some cases where this is not ideal - i.e. randomized music events.
Thanks for all your hard work,
Michael
Run cp -r godot-cpp ../godot-cpp
scons: Reading SConscript files ...
src/gen: File exists
src/gen: File exists
scons: done reading SConscript files.
scons: Building targets ...
/usr/local/lib/android/sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++ -o src/core/Transform.o -c --target=armv7a-linux-androideabi18 -march=armv7-a -fPIC -mfpu=neon -O3 -I. -Igodot-headers -Iinclude -Iinclude/gen -Iinclude/core src/core/Transform.cpp
sh: 1: /usr/local/lib/android/sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++: not found
/usr/local/lib/android/sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++ -o src/core/NodePath.o -c --target=armv7a-linux-androideabi18 -march=armv7-a -fPIC -mfpu=neon -O3 -I. -Igodot-headers -Iinclude -Iinclude/gen -Iinclude/core src/core/NodePath.cpp
sh: 1: /usr/local/lib/android/sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++: not found
/usr/local/lib/android/sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++ -o src/core/Quat.o -c --target=armv7a-linux-androideabi18 -march=armv7-a -fPIC -mfpu=neon -O3 -I. -Igodot-headers -Iinclude -Iinclude/gen -Iinclude/core src/core/Quat.cpp
sh: 1: /usr/local/lib/android/sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++: not found
scons: *** [src/core/Transform.o] Error 127
scons: *** [src/core/NodePath.o] Error 127
scons: *** [src/core/Quat.o] Error 127
/usr/local/lib/android/sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++ -o src/core/GodotGlobal.o -c --target=armv7a-linux-androideabi18 -march=armv7-a -fPIC -mfpu=neon -O3 -I. -Igodot-headers -Iinclude -Iinclude/gen -Iinclude/core src/core/GodotGlobal.cpp
sh: 1: /usr/local/lib/android/sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++: not found
scons: *** [src/core/GodotGlobal.o] Error 127
scons: building terminated because of errors.
Error: Process completed with exit code 2.
This happens on the master
branch for some reason.
Hello! There is a little issue I wanna ask about. I'm subscribing on a Beat markers event, but because signals are fired only when _process in the game is called I'm getting a lag between an actual music beat and event. And that really troubles me. So the question - Is there some specific reason why signals are handled this way but not called right in the moment Fmod sends events?
Thanks!
In the Fmod autoload the functions desc_get_user_property
(get property by name) & desc_user_property_by_index
are missing 2nd arguments for the actual name and index.
in FmodNative:
Dictionary desc_get_user_property(const String& eventPath, const String& name);
so instead of
func desc_get_user_property(event_path: String) -> Dictionary:
return godot_fmod.desc_get_user_property(event_path)
we'd have
func desc_get_user_property(event_path: String, property_name: String) -> Dictionary:
return godot_fmod.desc_get_user_property(event_path, property_name)
& the same for desc_user_property_by_index
with a new int argument.
This one is a tricky issue.
When nodes have been freed from memory, our plugin just automatically detects when it happens and detaches the listeners/events. by the mean of is_instance_valid
.
Usually it's enough, but when a big chunk of memory has been freed, we literally no longer can access the address to the node and get a segfault.
The simple solution for it, should to connect to the signal tree_exited
so we can detach node at this moment instead of checking the pointer.
Hi,
First of all, thank you for the work you've done on this project. I'm very interested in integrating Fmod in my current Godot project but I'm having a hard time achieving anything with the current README
instructions. I feel like they are written for people with prior experience with Godot submodules and GDNative. Would you consider writing noob-friendly, step-by-step instructions?
According to the function definition add_listener()
expects an Integer and a Node.
However, when calling the add_listener()
-function and using a Node as the second argument, the game just quits/crashes?
Everything works fine if the listener is a Node2D, Spatial or Control.
In both cases the Godot console doesn't show any errors:
Also in a similar vein, when looking at the C++ source code, I can see that the addListener()
-function (to which the add_listener()
-function in Godot is bound) expects an Object instead of a Node? This kind of implicit casting (from Node to Object) feels dangerous? (I could be mistaken?) Also what could be the use of, for example, making a Resource (which inherits from Object) a listener? I do think all these Objects in the source code should actually just be Nodes instead?
System ERROR:
The system cannot find the file specified.
Move-Item: D:\a\_temp\8234de5a-32ac-4b41-9d09-10b338[45](https://github.com/utopia-rise/fmod-gdnative/runs/7386126362?check_suite_focus=true#step:5:46)9fd1.ps1:7
Line |
7 | mv api/ windows
| ~~~~~~~~~~~~~~~
| Cannot find path 'D:\a\fmod-gdnative\libs\fmod\api\' because it does not exist.
Error: Process completed with exit code 1.
Example: https://github.com/utopia-rise/fmod-gdnative/runs/7386126362?check_suite_focus=true
I have a solution for this, so this is primarily to provide documentation for the next person who encounters this. I experienced this on macOS, mainly from within the editor (the exported game didn't seem to experience this issue, but I'm honestly not sure why it was behaving any differently unless it was simply a matter of runtime safety checks not being active on the exported build).
In game, the Player scene's _ready
function calls Fmod.add_listener
. Changing to the next room in the level didn't cause any problems, but when trying to return to the main menu, the game would consistently freeze and silently crash in the editor whenever it tried to free the scene. I ran it from the command line and found that it appeared to be something in the fmod integration whenever the scene tree was unpaused. I tried leaving the game scene loaded alongside the main menu and I didn't experience the crash. Knowing that it was related to the game scene disappearing, I discovered that the problem occurs when the object attached to an fmod listener has been freed, because the fmod library doesn't seem to check that it still has a valid instance. To fix this, you need to explicitly call remove_listener
whenever the scene was clearing.
The problem didn't occur when switching to the next room because even though the Player object was freed, a new one was immediately created and attached to the same listener slot.
I added the following to my Player.gd
and the problem appears to be resolved:
func _notification(what: int) -> void:
if what == NOTIFICATION_PREDELETE:
if Fmod.get_object_attached_to_listener(fmod_player_listener) == self:
Fmod.remove_listener(fmod_player_listener)
This is the error message that I was seeing when the game would crash at the loading screen:
CameraController _on_Events_room_reset
emitting scene_loaded
_on_BackgroundLoader_scene_loaded
_on_Animation_animation_changed
got scene
grandparent exists
parent Chapter0 grandparent root
freeing stuff
fading out
all done
handle_crash: Program crashed with signal 11
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[1] 1 libsystem_platform.dylib 0x00007fff20354d7d _sigtramp + 29
[2] 2 Cocoa 0x00007fffc0d0da48 CocoaVersionNumber + 2346220112
[3] godot::Fmod::setListenerAttributes()
[4] godot::Fmod::_process(float)
[5] godot_variant godot::__wrapped_method<godot::Fmod, void, float>(void*, void*, void*, int, godot_variant**)
[6] NativeScriptInstance::call(StringName const&, Variant const**, int, Variant::CallError&) (in Godot) + 401
[7] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (in Godot) + 144
[8] Variant::call_ptr(StringName const&, Variant const**, int, Variant*, Variant::CallError&) (in Godot) + 111
[9] GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Variant::CallError&, GDScriptFunction::CallState*) (in Godot) + 146479
[10] GDScriptInstance::call_multilevel(StringName const&, Variant const**, int) (in Godot) + 183
[11] Node::_notification(int) (in Godot) + 1589
[12] Object::notification(int, bool) (in Godot) + 19
[13] SceneTree::_notify_group_pause(StringName const&, int) (in Godot) + 2074
[14] SceneTree::idle(float) (in Godot) + 599
[15] Main::iteration() (in Godot) + 817
[16] OS_OSX::run() (in Godot) + 391
[17] main (in Godot) + 529
[18] 18 libdyld.dylib 0x00007fff2032b621 start + 1
[19] 19 ??? 0x0000000000000003 0x0 + 3
-- END OF BACKTRACE --
Given I built the bindings for both 32bit and 64bit systems, where would I need to put them?
This is my current setup (64bit)
However, all three files are 64bit bindings and would not usually work on a 32bit system. Is there a way somehow to support both, 32bit and 64bit bindings?
For example:
/addons/fmod/libs/windows/x64/
|_ put 64bit files here
/addons/fmod/libs/windows/x86/
|_ put 32bit files here
I've had a user complain to me that the library wasn't working on actively crashing the game.
After a lot of back and forth, we figured out that it was because the proper MSVC libraries weren't installed.
Godot isn't able to check this, nor is it able to install the proper VC++ redistributables.
The VCRUNTIME140
-dependency as seen in DependenciesGUI:
What is the proper solution for this issue?
How are you guys handling this issue?
When playing with 3D sounds, distance unit is as 1 meter per px. I would like to be able to specify this distance unit by implementing System::set3DSettings method call.
Currently my Godot console gets drowned in output from the myriad of plugins and other nonsense I'm running for my game.
For most of them, there's some way to suppress it, but for the current implementation for the FMOD plugin there's no such thing.
Thus it would be nice to have a user-controlled option to enable/disable console logging.
This can be as simplistic/easy as this:
#define GODOT_LOG(level, message)\
switch (level) {\
case 0:\
if (verbose_mode){\
Godot::print(message);}\
break;\
case 1:\
Godot::print_warning(message, BOOST_CURRENT_FUNCTION, __FILE__, __LINE__);\
break;\
case 2:\
Godot::print_error(message, BOOST_CURRENT_FUNCTION, __FILE__, __LINE__);\
break;\
}\
With verbose_mode
being a public variable that can be toggled from inside of Godot.
Probably there a lot of other ways to do this and I'm sure you guys already have something in mind 😄
(This might already exist, but I can't find it due to lack of proper docs)
It surprised me that there is no way to access data about tracks themselves inside of an event - only the event itself
User parameters can be used to work around but it's super tedious to create a new parameter for every single parameter you want to edit. Also, it requires you to hard-code each track parameter as there's no "get list of tracks in event" function (or in general a method way to get that list) either (afaik)
-i.e. useful for the case where you want to reset volumes of all tracks "for track in get_tracks_in_event: track.volume = 1.0"
Fading in & out tracks as per the image below is one example of a very common feature that this would be useful for
This ticket is to track anything we might need to consider when upgrading to 4.0. A few initial thoughts:
Any feedback or ideas welcome how we can ideally introduce FMOD support for Godot 4!
godot-4.x
godot-4.x
godot-4.x
godot-4.x
master
branch to godot-3.x
and make godot-4.x
the new default branch (only after everything else is done!)godot-fmod
This feature is already implemented into the forked repo.
Currently, builds are failing from pull requests made by forks due to a limitation where secrets are not accessible for some reason. Investigate a way to make forks pass. For example, merge the fork branch into a temporary branch from master
and run the tests on this repository.
Hi,
The Godot team announced that they added GDNative support for html builds:
https://godotengine.org/article/dev-snapshot-godot-3-2-4-beta-4
godotengine/godot#44076
Is there a plan to update the SConstruct file so we can export html using your Fmod plugin?
Cheers
As on godot-cpp repository, travis ci on osx is running out of time.
Switching to github actions was already planned, but we will need it sooner than expected.
This issue can be considered as an emergency as it block release and PR checks.
OS: Windows 10
Godot: v3.2.3
Fmod: 2.00.14
I'm playing around with the demo project and tried to export it to an EXE.
In the editor everything works fine without any issue, but when I run my exported build I get these errors:
I checked my .PCK with the godot-unpacker and found that indeed the necessary files are available, as shown here:
I'm using the demo-project included inside of this repo and I'm using the latest release DLL for windows x64. Also I'm using the 2.00 version of both fmod.DLL and fmodstudio.DLL.
How do I make an exported build work properly?
When you launch the project, these errors appear:
(Nie moᅤᄐna odnaleᅤ챠ヌ okreᅤロlonego moduᅤツu. = "Could not find procedure entry point...")
After adding the file from release 3.1.1 to lib/windows and reloading the project, the same errors appear
Adding libraries from Fmod API 2.02.03 doesn't help, the same error appears.
When selecting FmodTest.tscn as the main scene, and running the build (F5), these warnings/errors appear:
E 0:00:00.318 open_dynamic_library: Can't open dynamic library: G:/MUZYKA/BAZA/Muzyka/Zlecenia + Konkursy + Reszta/Projekty/(2022_07) FMOD + Godot Integration Video/UTOPIA-RISE EXAMPLE PROJECT/fmod-gndative-godot-example-project/lib/windows/libGodotFmod.windows.dll, error: Error 126: Nie moᅤᄐna odnaleᅤ챠ヌ okreᅤロlonego moduᅤツu.
.
<C++ Error> Condition "!p_library_handle" is true. Returned: ERR_CANT_OPEN
<C++ Source> platform/windows/os_windows.cpp:2353 @ open_dynamic_library()
<Stack Trace> Fmod.gd:3 @ _init()
Following the current wiki, I encounter an error with GDNative:
E 0:00:00.814 open_dynamic_library: Can't open dynamic library: C:/Users/Stefan/source/godot/fmod-intergration/addons/fmod/libs/windows/libGodotFmod.windows.release.64.dll, error: Error 127: The specified procedure could not be found.
.
<C++ Error> Condition "!p_library_handle" is true. Returned: ERR_CANT_OPEN
<C++ Source> platform/windows/os_windows.cpp:2269 @ open_dynamic_library()
I've tried following the guide given in the readme, but I suppose it's a bit over my head trying to built the C++ bindings. But alas, the guide in the wiki seem to indicate building bindings etc. is uneeded, but it does not seem to work.
Some of these errors might be GUT related and not fmod related.
Also some of them might be deliberate issues...
Since I currently don't know the distinction, I'm just adding them all for now.
get_bank_loading_state()
returns an error if bank is not loadedRelevant part is in test_bank.gd
:
get_bank_loading_state() should return -1, but it crashes instead 🤷♂️
Most likely an issue with GUT, but after every test, following errors appears:
Again no idea if this is GUT or fmod related since there were several issues with leakage previously in fmod (that have since been patched? or maybe not?)
While playing event, nothing plays and this happens https://i.imgur.com/bYhllGA.png
I noticed that when exporting the demo project, it is unable to export the sound banks for some reason:
Godot Engine v3.3.4.stable.official.faf3f883d - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 1080/PCIe/SSE2
OpenGL ES Batching: ON
Fmod Gdnative interface managed by a GDScript wrapper
FMOD Sound System: Successfully initialized
FMOD Sound System: Live update enabled!
FMOD Sound System: Successfully set global 3D settings
ERROR: class godot::String __cdecl godot::Fmod::loadBank(class godot::String,unsigned int): File not found.
At: src\godot_fmod.cpp:554
ERROR: class godot::String __cdecl godot::Fmod::loadBank(class godot::String,unsigned int): File not found.
At: src\godot_fmod.cpp:554
ERROR: class godot::String __cdecl godot::Fmod::loadBank(class godot::String,unsigned int): File not found.
At: src\godot_fmod.cpp:554
ERROR: class godot::String __cdecl godot::Fmod::loadBank(class godot::String,unsigned int): File not found.
At: src\godot_fmod.cpp:554
Fmod initialised.
ERROR: class FMOD::Studio::EventInstance *__cdecl godot::Fmod::createInstance(class godot::String,bool,class godot::Object *): FMOD Sound System: cannot find event:/Vehicles/Car Engine in ##cont collection.
At: src\godot_fmod.cpp:1195
ERROR: void __cdecl godot::Fmod::attachInstanceToNode(unsigned __int64,class godot::Object *): FMOD Sound System: cannot find in ##cont collection.
At: src\godot_fmod.cpp:1275
ERROR: void __cdecl godot::Fmod::setEventParameterByName(unsigned __int64,class godot::String,float): FMOD Sound System: cannot find in ##cont collection.
At: src\godot_fmod.cpp:636
ERROR: void __cdecl godot::Fmod::setEventVolume(unsigned __int64,float): FMOD Sound System: cannot find in ##cont collection.
At: src\godot_fmod.cpp:727
ERROR: void __cdecl godot::Fmod::startEvent(unsigned __int64): FMOD Sound System: cannot find in ##cont collection.
At: src\godot_fmod.cpp:674
Event Started.
Listener set.
ERROR: void __cdecl godot::Fmod::loadFileAsSound(class godot::String): File not found.
At: src\godot_fmod.cpp:1352
ERROR: void __cdecl godot::Fmod::loadFileAsSound(class godot::String): File not found.
At: src\godot_fmod.cpp:1352
ERROR: class FMOD::Studio::EventInstance *__cdecl godot::Fmod::createInstance(class godot::String,bool,class godot::Object *): FMOD Sound System: cannot find event:/Music/Level 02 in ##cont collection.
At: src\godot_fmod.cpp:1195
ERROR: void __cdecl godot::Fmod::setCallback(unsigned __int64,int): FMOD Sound System: cannot find in ##cont collection.
At: src\godot_fmod.cpp:1639
ERROR: void __cdecl godot::Fmod::startEvent(unsigned __int64): FMOD Sound System: cannot find in ##cont collection.
At: src\godot_fmod.cpp:674
ERROR: void __cdecl godot::Fmod::setEventPaused(unsigned __int64,bool): FMOD Sound System: cannot find in ##cont collection.
At: src\godot_fmod.cpp:703
ERROR: void __cdecl godot::Fmod::loadFileAsMusic(class godot::String): File not found.
At: src\godot_fmod.cpp:1
364
I have not modified the demo project in any way. This is the default configuration:
Linux compiled library is HUGE (40MB 😱 ) in comparison to other platforms.
Seems like this is due to the fact that some flags are missing/wrong
Here's the relevant part of a modified SConstruct that creates library with smaller sizes:
(As found here)
Differences are:
Implementing these changes should give a linux library that is a bit lesser in size...
I have followed the instructions in the README and installed the FMOD Windows API from here:
I then proceeded, searching for the *.dll
files and copied them over into the addons/fmod/libs/windows
folder as suggested:
However, when importing the demo project I get this nasty error:
Does anybody know what mistake I did?
I used fmod-gdnative v3.0.2
from the Releases tab and Godot v3.3.4.stable
Due to the nature of my game, I would like the Fmod autoload singleton to not be paused when I pause the game.
For example I have different sliders: master volume, music volume, sfx volume, .... that are linked to specific FMOD busses.
Currently the following happens:
This behaviour is a bit counter-intuitive...
This happens because the Fmod autoload singleton derives from a script and not from a PackedScene.
My suggestion:
Change the Fmod.gd
autoload singleton to a PackedScene
instead.
This PackedScene
then gets the Fmod.gd
-scripts but has the added bonus of having the pause_mode
-variable available and the user can either set to this to inherited
or process
(whatever he wants)
OS: Windows 10
Godot: 3.2.3-stable
Driver: v3.0.2
Fmod API: 2.00.15
Minimal project: fmod-test.zip
Output:
modules/gdnative/gdnative.cpp:501 - No valid library handle, can't get symbol from GDNative object
modules/gdnative/gdnative.cpp:406 - No valid library handle, can't terminate GDNative object
Can't open dynamic library: D:/Godot/fmod-test/addons/fmod/libs/windows/libGodotFmod.windows.release.64.dll, error: Error 193: %1 is not a valid Win32 application.
Debugger:
E 0:00:00.306 open_dynamic_library: Can't open dynamic library: D:/Godot/fmod-test/addons/fmod/libs/windows/libGodotFmod.windows.release.64.dll, error: Error 193: %1 is not a valid Win32 application.
.
<C++ Error> Condition "!p_library_handle" is true. Returned: ERR_CANT_OPEN
<C++ Source> platform/windows/os_windows.cpp:2395 @ open_dynamic_library()
E 0:00:00.309 get_symbol: No valid library handle, can't get symbol from GDNative object
<C++ Source> modules/gdnative/gdnative.cpp:501 @ get_symbol()
E 0:00:00.313 init_library: No nativescript_init in "res://addons/fmod/libs/windows/libGodotFmod.windows.release.64.dll" found
<C++ Source> modules/gdnative/nativescript/nativescript.cpp:1506 @ init_library()
Hello! I've set up Fmod Studio 2.02.05 on openSUSE 15.3, Godot 3.4.2 and fmod-gdnative 3.1.1 (binary from github releases).
Playing a music as per low-level example in readme works great, however when it comes to loading banks as in the following example:
# set up FMOD
Fmod.set_software_format(0, Fmod.FMOD_SPEAKERMODE_STEREO, 0)
Fmod.init(1024, Fmod.FMOD_STUDIO_INIT_LIVEUPDATE, Fmod.FMOD_INIT_NORMAL)
# load banks
Fmod.load_bank("res://audio/fmod/Master.bank", Fmod.FMOD_STUDIO_LOAD_BANK_NORMAL)
Fmod.load_bank("res://audio/fmod/Master.strings.bank", Fmod.FMOD_STUDIO_LOAD_BANK_NORMAL)
I'm getting an error:
--- Debugging process started ---
Godot Engine v3.4.2.stable.official.45eaa2daf - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 660/PCIe/SSE2
OpenGL ES Batching: ON
Fmod Gdnative interface managed by a GDScript wrapper
FMOD Sound System: Successfully initialized
FMOD Sound System: Live update enabled!
Custom File System enabled.
FMOD Sound System: LOADING BANK res://audio/fmod/Master.bank
FMOD Sound System: BANK COULDN'T BE LOADED. Path incorrect or MasterBank not loaded yet.
FMOD Sound System: LOADING BANK res://audio/fmod/Master.strings.bank
FMOD Sound System: BANK bank:/Master.strings LOADED
FMOD Sound System: System released
--- Debugging process stopped ---
Now I'm having a hard time trying to figure out what's wrong. I've tried to build the Master bank with and without an event assigned to it, and I've checked that Master bank is marked as the master bank. And I've checked that the bank file changes its size depending if it has an event assigned.
But I'm always getting this message...
Can you help me please?
This is not exactly a FMOD issue.
Ressource files in godot ( so it also applies to textures) are imported and converted in a format that Godot can internally use.
When working in the editor, you basically have the same file in two different directories:
The original one and the imported/converted one in the .import directory (rename with its MD5 checksum as a suffix).
When exported, only the imported/converted remains, so we got two issues:
-Fmod doesn't work with Godot filesystem so "res:/whateveryouwant" doesn't work and the real relative path of the original files doesn't work either since it doesn't exist anymore.
-The file has been converted so Fmod can't read it anymore, even with the correct path.
In the editor, you can choose what file format you want to export but this only works on files Godot cannot import.
The only workaround I can think of is to put every sound file in a Fmod Bank but it means we can only use Fmod Studio, not the low level API.
Hello,
I'm a total noob in GDNative so please tell me if I'm wrong opening this issue, first time for me. I tried to use the fmod-gdnative library you did, but I get this error when trying to run your demo project, here's what I did:
[general]
singleton=false
load_once=true
symbol_prefix="fmod_"
reloadable=true
[entry]
OSX.64="res://addons/fmod/libs/osx/libGodotFmod.osx.dylib"
Windows.64="res://addons/fmod/libs/windows/libGodotFmod.windows.dll"
X11.64="res://addons/fmod/libs/linux/libGodotFmod.linux.so"
[dependencies]
OSX.64=[ ]
Windows.64=[ "res://addons/fmod/libs/windows/libfmod.dll", "res://addons/fmod/libs/windows/libfmodstudio.dll" ]
X11.64=[ ]
ERROR: Can't open dynamic library: D:/GameDev/repo/test_3D/addons/fmod/libs/windows/libGodotFmod.windows.dll. Error: Error 126: Le module spécifié est introuvable.
At: platform/windows/os_windows.cpp:2082
ERROR: get_symbol: No valid library handle, can't get symbol from GDNative object
At: modules/gdnative/gdnative.cpp:488
ERROR: init_library: No nativescript_init in "res://addons/fmod/libs/windows/libGodotFmod.windows.dll" found
At: modules/gdnative/nativescript/nativescript.cpp:1505
I checked through the source code and found this in gdlibrary.cpp:
extern "C" void GDN_EXPORT fmod_nativescript_init(void *handle){
Godot::nativescript_init(handle);
register_class<Fmod>();
}
and the symbol_prefix is set to "fmod_" in the gdnlib file so I don't see what's wrong, do you have a clue?
Hello,
While I don't have this issue on linux anymore, I still have it on windows.
Here is what I did, and the versions I used:
fmod version : 2.00.08 (Because someone said this one worked in the other nativescript issue. I also tried the latest version)
Godot version: 3.2.3
fmod-gdnative version: 13213a4
In windows 10:
I generated the api.json file, as detailed in the godot-cpp documentation.
I went into godot-cpp and built it with this command:
scons platform=windows generate_bindings=yes use_custom_api_file=yes custom_api_file=api.json target=release
Modified the Sconstruct file to remove the expected _vc suffix from the libraries, since this suffix wasnt present in my files.
I went into fmod-gdnative and built it with this command:
scons platform=windows target=release bits=64
Copied all the files to addons/fmod/libs/windows
Here is my folder:
windows.zip
I did not find librairies named fmod64 and fmodstudio64 as said in issue #41, so I guess the naming scheme changed since then. Those libraries are from the x64 folder of fmod librairies.
When trying to run the project, I have those errors (edited to remove my name, but otherwise as is):
Godot Engine v3.2.3.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 1080/PCIe/SSE2
Running project: C:/Users/<name>/Desktop/dev/limbic_island (C:::Users::<name>::Desktop::dev::limbic_island)
Godot Engine v3.2.3.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 1080/PCIe/SSE2
ERROR: Can't open dynamic library: C:/Users/<name>/Desktop/dev/limbic_island/addons/fmod/libs/windows/libGodotFmod.windows.release.64.dll, error: Error 126: The specified module could not be found.
.
At: platform/windows/os_windows.cpp:2395
ERROR: get_symbol: No valid library handle, can't get symbol from GDNative object
At: modules/gdnative/gdnative.cpp:501
ERROR: init_library: No nativescript_init in "res://addons/fmod/libs/windows/libGodotFmod.windows.release.64.dll" found
At: modules/gdnative/nativescript/nativescript.cpp:1506
SCRIPT ERROR: _init: Attempt to call function 'new' in base 'NativeScript' on a null instance.
At: res://addons/fmod/Fmod.gd:122
SCRIPT ERROR: set_software_format: Invalid call. Nonexistent function 'set_software_format' in base 'Nil'.
At: res://addons/fmod/Fmod.gd:155
SCRIPT ERROR: init: Invalid call. Nonexistent function 'init' in base 'Nil'.
At: res://addons/fmod/Fmod.gd:142
SCRIPT ERROR: load_bank: Invalid call. Nonexistent function 'load_bank' in base 'Nil'.
At: res://addons/fmod/Fmod.gd:246
SCRIPT ERROR: load_bank: Invalid call. Nonexistent function 'load_bank' in base 'Nil'.
At: res://addons/fmod/Fmod.gd:246
### here
[Node:1184]
SCRIPT ERROR: add_listener: Invalid call. Nonexistent function 'add_listener' in base 'Nil'.
At: res://addons/fmod/Fmod.gd:205
SCRIPT ERROR: create_event_instance: Invalid call. Nonexistent function 'create_event_instance' in base 'Nil'.
At: res://addons/fmod/Fmod.gd:286
SCRIPT ERROR: _ready: Invalid type in function 'start_event' in base 'Node (Fmod.gd)'. Cannot convert argument 1 from Nil to int.
At: res://global_scripts/global.gd:38
SCRIPT ERROR: _notification: Invalid call. Nonexistent function 'free' in base 'Nil'.
At: res://addons/fmod/Fmod.gd:133
ERROR: get_symbol: No valid library handle, can't get symbol from GDNative object
At: modules/gdnative/gdnative.cpp:501
ERROR: terminate: No valid library handle, can't terminate GDNative object
At: modules/gdnative/gdnative.cpp:406
Is there something I am doing wrong ?
Thank you
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