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FMOD Plugin: Silent on Linux. Building from source crashes FMOD Studio. #385

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Schroedingers-Cat opened this issue Oct 30, 2024 · 0 comments

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@Schroedingers-Cat
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System Information

  • Steam Audio version: 4.5.2/3
  • (If applicable) FMOD Studio version: 2.2.20
  • Operating System and version: Manjaro (Gnome 46, Kernel 6.6)
  • (Optional) CPU architecture x64
  • g++ (GCC) 14.2.1 20240910
  • ldd (GNU libc) 2.40

Issue Description
Building Steam Audio's "fmod" library from source following the manual leads to binaries that crash FMOD Studio on Linux. Using the binaries from the GitHub release page works fine.

Steps To Reproduce
Example FMOD project with the official v4.5.2 binaries is here. If you want, you can also upgrade it to 4.5.3, but the result is the same.

Skip to step 3.b if you use the downloaded project. You don't have to add the spatializer to an event, it's already there. Just select the only FMOD event.

Steps to reproduce the behavior:

  1. Create an FMOD project using the native FMOD Studio software with a sound on the timeline and close FMOD (save the project)
  2. Copy all content of the official v4.5.2 linux release within "steamaudio_fmod/lib" to your FMOD project's Plugin directory as well as phonon_fmod.plugin.js
  3. Open the FMOD project. Either
    3.a Add the Steam Audio spatializer plugin into the sounds chain
    3.b If an event with the Steam Audio Spatializer is already in the project, select that event
    3.c -> works without a crash!
    3.d Play a sound -> Audio goes into spatializer but spatializer stays silent (bug; works as expected on macOS and Windows
  4. Now clone the steam audio repo
  5. Follow the build instructions of the "fmod" subdirectory:
  • cd fmod
  • python3 setup.py
  • cd build
  • python3 build -c release
  • python3 build -c release -o install
  1. Copy over libphonon.so and libphonon_fmod.so from steam-audio/fmod/bin/lib/linux-x64 to the FMOD project root/Plugins/linux-x64
  2. Copy over phonon_fmod.plugin.js from steam-audio/fmod/bin/src/phonon_fmod.plugin.js to the FMOD project root/Plugins/
  3. Open FMOD project and select the only FMOD event -> crash

No interesting stuff is being logged. You can also try building in "debug" profile, but that doesn't help, either.

I tried building from various commits (I did try 3a030b0ec02311a9778563313f2db1ba4a490a67, 550f146ecd81871259e150710bd34f21ce5f5975, 4d76d7200ea150136240ff053213e7bf360131d2 and 23e34a331e7f08bcdd048ceed274ec31b607fb24) but the result was always the same.

Building output is this:

-- The C compiler identification is GNU 14.2.1
-- The CXX compiler identification is GNU 14.2.1
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /usr/bin/cc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Found FMOD: ~/steam-audio/fmod/include/fmod
-- Found SteamAudio: ~/steam-audio/fmod/include/phonon
-- Configuring done (0.3s)
-- Generating done (0.0s)
-- Build files have been written to: ~/steam-audio/fmod/build/linux-x64-release
[ 14%] Building CXX object src/CMakeFiles/phonon_fmod.dir/cmake_pch.hxx.gch
[ 28%] Building CXX object src/CMakeFiles/phonon_fmod.dir/library.cpp.o
[ 42%] Building CXX object src/CMakeFiles/phonon_fmod.dir/steamaudio_fmod.cpp.o
[ 57%] Building CXX object src/CMakeFiles/phonon_fmod.dir/spatialize_effect.cpp.o
[ 71%] Building CXX object src/CMakeFiles/phonon_fmod.dir/reverb_effect.cpp.o
[ 85%] Building CXX object src/CMakeFiles/phonon_fmod.dir/mix_return_effect.cpp.o
[100%] Linking CXX shared library libphonon_fmod.so
Extracting debug symbols...
[100%] Built target phonon_fmod

So there's no audio output when using FMOD Studio and building from source to debug this straight up crashes FMOD Studio.

Crash Dump
core.fmodstudio.1000.bca9d585ac794fdfb081a3882d4c36fe.21525.1730323922000000.zip

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