Open StasysMusial opened 1 month ago
Hello ! Thanks for reporting.
Can you tell if you have same behaviour in both debug and release exports ?
Good call! It seems to only be an issue when "Export with debug" is enabled. I obviously can't check the console in a regular build but I can hear the parameters changing so it seems to function as expected. At least for now I am gonna use the dictionary-like way to access parameters I saw in #217 which uses square brackets on the FmodEventEmitter to access properties because that also works in debug builds.
I can't find why this happens only on debug builds. Can you provide a sample project so that I can dive in and debug this ?
Hi there! FMOD engine loads up correctly and starts playing an event using the
FmodEventEmitter2D
node. I can change volume using thevolume
property or usingset_volume()
. However usingset_parameter()
orget_parameter()
results in the following error message:SCRIPT ERROR: Invalid call. Nonexistent function 'set_parameter' in base 'FmodEventEmitter2D'.
This results in not being able to change parameters.
Here is the full console log.
This is the class that is calling the
set_parameter()
function.Everything works fine in the editor both on macOS and windows. Windows export also does not experience this issue and functions as expected.
Not sure if this matters but I went through a bit of troubleshooting to get this working on macOS in the first place. Mainly allowing all the library files in gatekeeper and using Xcode code signing instead of ad-hoc. But judging by the other issues/discussions here this seems to be the way to go.
I haven't tried using something like
AnimationPlayer
to change the parameter values that are exposed to the editor. While that might change something, that isn't suitable for what I am planning to do with FMOD.Godot 4.2.2
System: M2 MacBook Air OS: macOS Ventura 13.6.1
Export settings:
This is my first ever bug/report issue I've created so please let me know if you need more information to be able to help :)