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Version
2024.1.5.8803
2024.1.5.8803
2023.1.13.8732
2022.1.19.8584
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.5.8803
2023.1.13.8732
2022.1.19.8584
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
The Job Manager system of the sound engine ran out of memory during a critical memory allocation. Because this memory allocation is not allowed to fail, it will be retried until it succeeds, which will effectively freeze audio rendering in the meantime.
Probable causes:
AK::MemoryMgr
ran out of memory during a critical Job Manager allocation.
Recommended resolution steps:
To prevent this issue, a certain number of memory slabs can be pre-allocated for Job Manager allocations during Sound Engine initialization. Increase the number of slabs and/or the size of these slabs in the initialization settings of the Sound Engine. Consult Optimizing Job Manager Memory Usage in the SDK documentation to learn how to do this.
Make sure the game's implementation of AK::MemoryMgr
does not impose a hard limit on allocations with the ID AkMemID_JobMgr
.
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