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A managed event doesn't have an EventInfoStructure #70
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Hello, Can you provide an example of the script you used to get this error? |
extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
Fmod.set_software_format(0, Fmod.FMOD_SPEAKERMODE_STEREO, 0)
Fmod.init(1024, Fmod.FMOD_STUDIO_INIT_LIVEUPDATE, Fmod.FMOD_INIT_NORMAL)
Fmod.load_bank("res://Master.bank", Fmod.FMOD_STUDIO_LOAD_BANK_NORMAL)
Fmod.load_bank("res://Master.strings.bank", Fmod.FMOD_STUDIO_LOAD_BANK_NORMAL)
Fmod.load_bank("res://Music.bank", Fmod.FMOD_STUDIO_LOAD_BANK_NORMAL)
var event = Fmod.create_event_instance("event:/1stage")
Fmod.add_listener(0, self)
Fmod.start_event(event)
|
sure, it's in previous comment |
Does the error start immediately when you play the event or when it is supposed to end? |
It starts while calling Fmod.start_event(event) |
Having the same problem, on create_event_instance() even without start_event(). play_one_shot() doesn't throw errors but also doesn't play the sound. EDIT: I did not realize master.strings.bank had to be loaded before everything else. Doing this fixed the issue for me. |
Yeah, loading this bank first is a necessity of FMOD. There is nothing we can do about this one but I guess we should made clearer in the doc. |
As we reworked the plugin with gdextension, I think we can close this. |
While playing event, nothing plays and this happens https://i.imgur.com/bYhllGA.png
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