Hello! What I’m trying to do is very simple: I just want some music to play on the mobile build. I’m using File Media Source and local music files.
It works on Windows, Android and MacOS, but not on iOS…
I have consulted to Media Framework Technical Reference | Unreal Engine Documentation and I am aware that Media Players don’t necessarily support every file type for the sound files. I’m building for iOS so I’m using AvfMediaPlayer, and the file type I’m using is mp3.
Please note that the problem is NOT that the music plays but the device doesn’t reflect the sound. The problem is that the music file never even gets played. I know this because I have a radio screen in the car ingame which shows the currently playing song’s name. On the iOS builds, the screen is just blank, meaning there is no current track!
WHAT I HAVE DONE;
I dragged and dropped few mp3 files into the content browser under a folder i named “Movies”. Automatically File Media Source files are generated. I go into each of these File Media Source files to manually select “AvfMediaPlayer” for iOS just to be sure.
I created a media playlist and i added these File Media Sources in the playlist.
In the Player Pawn Blueprint, I have the below setup;
(i immediately call next to start at a random track rather than starting at the first track everytime)
Please note that the setup works on Windows in editor, Android build (USB launching on a Huawei phone) and MacOS in editor. For Android I just used different sound file type and that’s the only difference.
I am deploying the app to TestFlight with a Distribution Certificate. Everything works except the sound. I’m testing with a Iphone 7 Plus and my friend is testing it with an Iphone X. He also can’t hear any sound. I’m on 4.27.
Please help me make sound work on iOS. I have no idea what the problem is… Any help is greatly appreciated.