We're having the same issue with our game. It worked with 5.1.3p3 but people started to complain when we updated to 5.2.3, that it doesn't work anymore without Pulseaudio. I went trough the changelog and didn't find any notable audio-changes between these versions. What could it be? Could anyone from the Unity audio team help us here?
A fix for the crash will land in 5.3.0p1. We're still investigating why we aren't successfully initializing ALSA instead of Pulse in these cases.
In our case (Starward Rogue), we are seeing this while using unity version: Version 5.3.2f1 (e87ab445ead0) Fri, 22 Jan 2016 15:21:35 GMT Branch: 5.3/release However, when launching from steam it is giving one player the error above, but when launching NOT from steam, it works fine. More details are here: https://www.arcengames.com/mantisbt/view.php?id=18667 But the relevant bits: When run not from steam, we get this in the player log: ---------- AudioManager: Using ALSA: default ---------- When run from Steam, we get this instead: ---------- FMOD failed to get number of drivers ... An error occured that wasn't supposed to. Contact support. (Filename: Line: 533) ----------
don't know, when I download 5.3.3 the assistant installs 5.3.2p3 Edit: Unity.app shows 5.3.2p3, but the playback engines show 5.3.3f1 (in ivy.xml). Seems to be some problem with the download... I deleted the old installation first to make sure I don't mix versions.
Please keep me in touch. Unfortunately this bug doesn't happen on my PC, so I can't check it out myself. Thanks!
If you get different results when running from Steam vs. not, it means that the ALSA libraries in the Steam runtime don't match the drivers on the system - there's nothing we can do about this on our end.
Okay, thanks for the information on that. Can you clarify why that would matter, though? Presumably once the game is launched from any context, it then exists within its own process that is isolated from where it was launched from. Are you saying that the steam overlay itself is likely hooking in with incompatible drivers? I know that the steam overlay has voice chat capabilities, so perhaps disabling those might solve the issue. My question is simply: are you suggesting that the steam overlay (which is being injected into the process) is the problem, or that the launch context itself is the problem?
I am an end-user (that is, I purchased games and I want to play them) and I am experiencing crashes as well. I think all titles that dump the "FMOD failed to get number of drivers" error to Player.log crash and do not run at all. It is extremely frustrating! Off the top of my head: - Galaxy Admirals - Hatch and Slay - Life is Hard - Stop Online - Battle of Words - Tales of the Orient - The Rising Sun - The Deer ...and the big one... - Wasteland 2: Director's Cut Brett (Paterson, FMOD) responded to a very frustrated tweet today saying it is a Unity problem. I don't care who's at fault, I would just like to do whatever I can to get to the bottom of this.
Unofficial and confusing resolution time: Ultimately, the solution is to find all instances of libpulse-simple* and rename or remove the files. Places to check: /usr/lib /usr/lib32 ~/.steam/steam/ubuntu12_32/steam-runtime/i386/usr/lib/i386-linux-gnu/ ~/.steam/steam/ubuntu12_32/steam-runtime/amd64/usr/lib/x86_64-linux-gnu/ ALL of them must be renamed or removed. I always find the way I arrived at a solution enlightening and useful for future reference. What made my specific situation confusing is that pulse did not exist *at all* when I first had the problem. While attempting to fix the problem, I installed an arch package called "pulseaudio-fake" which somehow depended on libpulse but not pulseaudio. Then I ended up with libpulse-simple on my system, which I renamed as mentioned above. I'd like to thank Tak for helping me dig through this problem on IRC. It looks like this was a dumb edge-case that is now handled in future versions of Unity, according to our discussion.
You can add Kerbal Space Program 1.1 pre to that list, "we" (I'm not a dev, just a user) came to the same conclusion as you.
It has been two weeks without any word on this bug which makes games not run at all or run with no sound for a large amount of linux players. Can we have an update?
Wow, InversePhase, Tak, you really went deep on this one; been trying to figure this one out for Wasteland 2: Directors Cut for a few days now. The above described was, precisely, my problem. Well done sirs, and or madames... I've "cross-referenced" to inXile's forums where some other endusers are having issues: https://forums.inxile-entertainment.com/viewtopic.php?f=34&t=14060&p=171785#p171785 (hope that's alright to mention...) At any rate, thanks much for your diligence! Best, Prometx
This is barely a solution, just an ugly hack that will most likely break some other installed applications using pulseaudio properly just to make a Unity game work somehow... I guess if you just really want to play it is an option, but it does in no way remove the need for a proper fix.
This is perhaps better? It's something that one of my players came back with: Quoting her: ------ http://bugs.kerbalspaceprogram.com/issues/7515 [^] (post 33) ln -s /dev/null libpulse-simple.so.0 in the game directory LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH %command% in launch options. Every Unity 5 game has sound for me now.
That's a bit beside the point, though, honestly -- the issue is that this doesn't work when pulseaudio is missing. For instance in the case of my player who was reporting issues, she is a composer and uses different sound libraries. Adding in pulseaudio for unity games would break her ability to compose.
Still have same problem only when target is Android. We try build our application on remote server (Debian 3.16.7-ckt20-1+deb8u4, unity: unity-editor-5.3.5f1+20160525_amd64.deb). Spoiler: Log part: Importing game controller configs Loading GUID <-> Path mappings...0.000538 seconds Loading Asset Database...0.066990 seconds FMOD failed to get number of drivers ... An error occured that wasn't supposed to. Contact support. (Filename: /home/builduser/buildslave/unity/build/Runtime/Audio/AudioManager.cpp Line: 533) Audio: FMOD Profiler initialized on port 54900 AudioManager: Using Unknown: NoSound Driver AssetDatabase consistency checks...3.359821 seconds Build target platform 'Android' could not be used. (Filename: /home/builduser/buildslave/unity/build/Editor/Src/Application.cpp Line: 673) Aborting batchmode due to failure: Fatal error! Build target platform 'Android' could not be used. But our server has current audio device: 00:1b.0 Audio device: Intel Corporation 7 Series/C210 Series Chipset Family High Definition Audio Controller (rev 04) I try all instructions at this thread and by link: https://medium.com/@h0lycattle/runn...ss-ubuntu-environment-1adf95c05994#.iwo5in1ey but error still same. Can anybody help please?