2

I’m currently developing a Full Motion Video (FMV) game which, by its nature, contains a very large number of video and audio clips. I’ve encountered a critical issue that only appears in the built version of the game, while everything works perfectly within the Unity Editor.

The Problem: In the final build (PC/Windows Standalone), the majority of my audio clips fail to play. When the system attempts to play a referenced audio clip, the player.log file shows the following error:

Error: Cannot create FMOD::Sound instance for clip "myaudiofile.wav" (FMOD error: Error loading file. )

Key Observations:

Editor vs. Build: All audio clips play without any issues in the Editor. The problem is exclusive to the built application.

Working Audio: Curiously, not all audio is affected.

Audio tracks embedded within my video files play correctly.

There is one specific SFX (an AudioClip asset) that also plays without any problems in the build.

Past Success: A demo build of the project from about two months ago, which was around 3-4 GB and used a subset of the current assets, did not have this issue.

Troubleshooting So Far: I have tried building the project with different Unity LTS versions (both older and the latest), but the result is consistently the same.

The fact that embedded video audio and one specific SFX work correctly suggests that the FMOD system itself is functional, but there’s a file loading or referencing issue specific to most of my standalone AudioClip assets during runtime.

This is for a professional project, and I am completely blocked by this issue. Any guidance or suggestions on what to investigate next would be immensely appreciated.

Thank you.

1
  • Are you using Addressables? In general, are you sure the problematic assets are being included in the final build? The error message alludes to not being able to find the asset in the final build. Especially if the AudioClip is being referenced through code, stripping can easily take it away in certain cases. There are some tools which can give you a report of what was included in the build and what wasn't. Commented Nov 3 at 18:08

0

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service and acknowledge you have read our privacy policy.

Start asking to get answers

Find the answer to your question by asking.

Ask question

Explore related questions

See similar questions with these tags.