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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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