Do you have PulseAudio installed and enabled? Sound doesn't seem to work without it. Edit: Check if PulseAudio is running with pulseaudio --status
@The Little Guy .. To check if pulseaudio is running you can do either ps -e | grep pulseaudio , and see if it finds the daemon process , or you can do pulseaudio --check; echo $? echo $? shows you the exit status of the previous command, and pulseaudio --check will exit 0 if pa is running for the current user, according to the manpage. In other words if you get a 0 on the console you know pulseaudio is running.
@The Little Guy Ok, do you get some errors on the console then? Did you try like this: pulseaudio Or like this: pulseaudio --start Or both? Did it complete by itself or hang when you tried?
actually I did it like this: sudo service pulseaudio start doing this worked though: pulseaudio pulseaudio --start Started the service
After restarting Unity, my driver issue is gone! I get this message though (which I was getting before):
Congrats! Perhaps mark this as solved then. kLargestEditorClassID == ms_MaxClassID ^^ I get this error as well but only once on startup, as far as I can tell
Unfortunately this is also happening in the Linux standalone builds. Especially problematic when running a headless build on a dedicated server which obviously won't run any audio stuff. At startup: Code (csharp): NullGfxDevice: Version: NULL 1.0 [1.0] Renderer: Null Device Vendor: Unity Technologies FMOD failed to get number of drivers ... An error occured that wasn't supposed to. Contact support. After assemblies have been loaded: Code (csharp): Platform assembly: /home/sdtd/engine/7DaysToDieServer_Data/Managed/Boo.Lang.dll (this message is harmless) Error: Cannot create FMOD::Sound instance for resource sharedassets0.resource, (An invalid object handle was used. ) (Filename: Line: 858) Function SoundHandle::Instance::~Instance() may only be called from main thread! (Filename: Line: 25) Unable to enable tracing: Invalid argument (Filename: Line: 1323) Error: Cannot create FMOD::Sound instance for resource sharedassets0.resource, (An invalid object handle was used. ) (Filename: Line: 858) Function SoundHandle::Instance::~Instance() may only be called from main thread! (Filename: Line: 25) Unable to enable tracing: Invalid argument (Filename: Line: 1323) Error: Cannot create FMOD::Sound instance for resource sharedassets0.resource, (An invalid object handle was used. ) (Filename: Line: 858) Function SoundHandle::Instance::~Instance() may only be called from main thread! (And so on) Also sometimes later on: Code (csharp): Error: Cannot create FMOD::Sound instance for resource resources.resource, (An invalid object handle was used. ) Does not seem to affect the server so far but also didn't do any stress tests as this is currently an internal only build. Same as with shaders and stuff: Why does the headless build have to even initialize this stuff? Regards, Chris
This is occurring in certain builds when PulseAudio is available but not running (a fix will be available in an upcoming build). As a workaround, you can enable (or remove) PulseAudio.
Thanks On my machine it's only libpulseaudio that's installed, but I suppose that's what you mean by "available"
In older versions, it tries to run pulseaudio --check - in newer versions (before the fix), it mistakenly just checks for libpulse-simple.so.0
I have similar issue on Android, when building with “split obb” option. In runtime application freezes instead of starting OBB download: Code (csharp): E/Unity(8332): Error: Cannot create FMOD::Sound instance for resource sharedassets0.resource, (File not found. ) E/Unity(8332): E/Unity(8332): (Filename: Line: 858) E/Unity(8332): Function SoundHandle::Instance::~Instance() may only be called from main thread! E/Unity(8332): E/Unity(8332): (Filename: Line: 25) E/mono(8332): Unhandled Exception: System.ExecutionEngineException: SIGILL