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Editor fails to load banks due to localized audio tables #1
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I can check this on Monday. |
I tried to edit the build path on FMOD studio and build the banks, and the path is changed, and although that changed path exists, the banks can't be loaded. But if you restart the project in Godot after saving the changed project settings, the changes made to the bank path and the folder structure would not lead to the fail shown on loading banks. 你这个问题因该是改了bank path,点了refresh project没成功差不多的原因。我刚刚也遇到了;改完project setting重启一下,再refresh project就可以了。 |
Thanks. I will keep an eye on that use case and see if I can reproduce. |
Issue continues, but without the aforementioned
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How do your banks look like? Can you share a screenshot of your banks? |
Alright, for me it was the fact that I was using plugins. Using the built-in spatializer fixed it. |
I haven’t worked on a solution yet, but I can reproduce the problem so it should be fixable. The only workaround right now is avoiding using localized audio tables. The demo project that ships with FMOD Studio unfortunately won‘t work due to this unless you delete the additional localized dialogue banks. |
This should be fixed by #13. |
It seems that the bank path setting is all right but still fails to load the banks
system: window 11 pro
version: godot 4.0 stable
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