FMOD::SOUND INSTANCE FOR RESOURCE ERROR with Asset Bundles

Hi -

I’m aware this is the forum and not the issue tracker, but the following issue has regressed, several people have noticed it but we cannot reopen it as it was fixed.

I have emailed the support address for the Unity QA team but have had no reply, and this issue has held us back from a release, which, naturally, is not good.

We need to have this looked at ASAP, so I’m hoping one of the Unity guys on here can at least pass it on to a developer.

The issue occurs when using asset bundles, some sounds don’t play - i’ve tried changing the preload audio settings etc but to no avail. Sounds work perfectly ok in non bundled scenes.

Running 5.4.1 (but it regressed in the 5.4.0 I believe). Several comments on the issue I linked support that.

Thanks,
Jake

Jake has this been resolved for you? Or have you found a workaround? We’re stuck in the same boat :frowning:

I’m afraid not @SomeTallGy

I’ve emailed support but it seems they’re blind to it because the ticket was previously closed.

Very frustrating!

I’ve also experienced problems with playing audio clips from assetbundles and I’ve narrowed the problem down to this:

Any workaround would be awesome!

Wow – how can something like this be ignored for this long? This is an essential feature for streaming based games.

Okay – there might be some light at the end of the tunnel. While we seem to be getting errors in the editor, loading audioclips from assetbundles seems to work fine when we actually run it in a WebGL build. I have not tried other builds types such as mobile or desktop, but since our game is WebGL focused thus you can imagine our relief considering that streaming/downloading assets is pretty much required in our architecture.

Thus, I wonder if this issue is only happening in the editor? If it is, we might consider this little more than an annoying false alarm that can be gotten around if we run tests in the editor while in simulation mode per Unity’s AssetBundleManager class.

Have you folks been experiencing the problem in your deployment builds?

I completely agree, it’s held us back from releasing an otherwise ready app for the last month, which nobody is happy about!

We’re building for iOS, and sadly the problem persists on device builds :frowning:

I’ve replied to the support guys via another bug I opened asking them to see if they can have a look at it… I don’t know if it will do anything but you never know. It’s a bit crazy that the ticket can’t be reopened even though it has so much activity. I have seen a couple of similar tickets but they don’t seem to be responding to those, either.

Much love to the Unity team of course, but this is a serious issue and I’m not a happy chappy right now.

We are getting reports of this problem from users on certain older iOS devices (perhaps 32 bit ones?) running iOS 10. It occurs with any music, but not sound effects. It doesn’t seem to matter whether the music comes from an asset bundle or not, the error happens with both. We’re using Load Type: Streaming, Compression Format: Vorbis.

Error: Cannot create FMOD::Sound instance for resource sharedassets1.resource, (An error occured that wasn’t supposed to. Contact support. )

Submitted an issue and it got closed as a duplicate of this one, which Google couldn’t find for some reason:

We have the fix for the issue (32-bit devices that use iOS 10 unable to load and play streaming audio). It is going through internal reviews at the moment.

After the reviews have been completed it should be in all supported versions (including patches for 5.3 and 5.4).

Thanks @firtina - we’re all looking forward to that, i’m sure :slight_smile:

1 Like

Just to clarify this fix will also work on the PC/Consoles?

@fredrik-larsson the fix I mentioned is only for iOS devices, it will not affect PC or Consoles. Are you seeing the same or a similar error for PC and Consoles?

The iOS 10 on 32-bit device bug has this error message: “Error: Cannot create FMOD::Sound instance for resource resources.resource, (An error occured that wasn’t supposed to. Contact support. )”

The “Cannot create FMOD::Sound instance for resource archive … (File not found. )” error message from the link in your reply at #4 could have a separate workaround or fix and may need a bug case of its own. I have taken a look within our bug database and found that in some cases it was caused by users unloading the asset bundles while the sound resources were still needed. It may help to check if that is happening in your situation. Some other cases for similar error messages appear to have been fixed for 5.3 and onwards.

Yes I’m seeing this issue on the XboxOne, PS4 and PC platforms currently.

Here is a link to a forum post I wrote on the issue: https://forum.unity3d.com/threads/loading-audioclips-from-assetbundles-in-unity-5-does-not-work.434881/

We are also experiencing this: https://forum.unity3d.com/threads/streaming-audio-error-cannot-create-fmod-sound-instance.431824/ when streaming audio from the WWW class and /StreamingAssets/ folder.

If I build an AssetBundle with a referenced AudioClip being placed in the /StreamingAssets/ folder will this cause the error this thread talks about? The relevant AssetBundle is not unloaded or unreferenced while we are waiting for streaming to complete.

Yes those two look different from the iOS one. I am currently assigned only to the 32-bit iOS 10 bug but I will subscribe to updates for the other threads.

If you haven’t already, submitting a report for your case will help to verify if yours is a duplicate of others or a new case.

I’m getting this issue on 5.4.2p3 pc / mac / android when I try to essentially unload all my asset bundles and reload my scene. How can I tell when sound resources are no longer needed or enforce that they are no longer needed?

Has this been released in a patch yet @firtina ? I don’t think it has but in case I’ve missed it :stuck_out_tongue:

Is there a workaround we can implement ourselves in the XCode project as we wait for a patch to be released?

For the 32-bit ios 10 bug:

  • @rebelincontrol It is aimed to be in the next patches of 5.4 and 5.3: 5.4.3p1 and 5.3.7p2. Also it will be in 5.5 and onwards too.
  • @jfperusse_bhvr Unfortunately not for this bug

If your having the issue on other devices try removing the Audio Source from the game object and add it again. It worked for me and i spent hours banging my head against a wall.