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FMOD studio event change from Action to Timeline prevents Godot from loading? #310

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brevven opened this issue Feb 13, 2025 · 0 comments

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@brevven
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brevven commented Feb 13, 2025

Caveat: I am not 100% confident in this one, and since I don't know FMOD Studio myself, I only have one example of this happening. If it's not something easy to check on your side please let me know and I'll see if I dig up some more about it.

Godot seems to crash loading a project when an FMOD event has been changed from using an Action to using a Timeline (all event parameters kept the same names).

Here's the rough steps that occurred for this case:

  • Our Sound Director had used an Action in an FMOD event, and it wasn't behaving the way we wanted, so he converted it to a Timeline, keeping all FMOD event parameters names the same.
  • Sound director pushed up a branch with this change.
  • I pulled the branch and switched to it.
  • Trying to load the Godot project after this conversion led to a crash right near the end of loading (the progress bar would make to 100% or nearly there before crash)
  • I swapped back to our main branch and removed the FMOD Event from the emitter node (changing it to the {00000000-0000-0000-0000-000000000000} guid).
  • I closed Godot.
  • I then changed over to the feature branch and Godot loaded fine.

My hunch is that it's the switch from FMOD Action to Timeline (perhaps while keeping parameters the same name?), because normally any other change to events haven't caused this issue.

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