Version
The Opus decoder encountered a corrupted stream and could not decode the sound further. The sound is stopped.
Probable causes:
If the sound has the Zero Latency option enabled, the media portion that's in the SoundBank doesn't match the WEM file that's streamed after the Zero Latency buffering is consumed. This can happen because of:
An error in the packaging or deployment of the SoundBank and WEM files in the game. Failure to copy one of the files would result in this problem.
The sound is duplicated in two SoundBanks, thus duplicating the Zero Latency portion. If only one SoundBank is regenerated, this problem can occur.
An old SoundBank is loaded in game.
There was a problem in the I/O hook while reading this stream. Usually related to the use of a custom I/O hook.
An internal Wwise bug.
Recommended resolution steps:
Regenerate your SoundBanks.
Clear the audio file cache and reconvert the WEM files. You can clear the file cache through the File menu, or by manually deleting the specific WEM file in the .cache folder.
Use a different codec in the Conversion Settings.
If this problem persists, contact Audiokinetic Support.
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