I use LoadBankMemoryView to load bank,That is ok on windows and Andorid,but on ios crash large probability. I can"t understand what happens.Who can help me? Thanks!
here are crash logs:
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: 0x00000000 at 0x00000001600fb570
0 UnityFramework AkFileParser::Parse(void const*, unsigned int, AkFileParser::FormatInfo&, CAkMarkers*, unsigned int*, unsigned int*, unsigned int*, unsigned int*, AkFileParser::AnalysisDataChunk*, AkFileParser::SeekInfo*, bool) /Volumes/Data/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/Common/AkFileParserBase.cpp:121 +8 1 UnityFramework CAkVPLSrcCbxNode::AddSrc(CAkPBI*, bool) /Volumes/Data/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/SoftwarePipeline/AkVPLSrcCbxNode.cpp:1224 +44 2 UnityFramework CAkVPLSrcCbxNode::AddSrc(CAkPBI*, bool) /Volumes/Data/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/SoftwarePipeline/AkVPLSrcCbxNode.cpp:1224 +44 3 UnityFramework CAkLEngine::AddSound(AkLECmd&) /Volumes/Data/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/SoftwarePipeline/AkLEngine_SoftwarePipeline.cpp:1244 +0 4 UnityFramework CAkLEngineCmds::ProcessPlayCommands() /Volumes/Data/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/Common/AkLEngineCmds.cpp:0 +0 5 UnityFramework CAkAudioMgr::Perform() /Volumes/Data/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/Common/AkAudioMgr.cpp:569 +0 6 UnityFramework CAkAudioThread::EventMgrThreadFunc(void*) /Volumes/Data/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/POSIX/AkAudioThread.cpp:67 +0 7 libsystem_pthread.dylib _pthread_start +320
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: 0x00000000 at 0x0000000163fde9ca
0 UnityFramework CAkSrcMediaCodecVorbis::GetNextPacket(AK::SrcMedia::Stream::State*) /Volumes/SSD/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/Codecs/AkVorbisDecoder/Common/AkSrcMediaCodecVorbis.cpp:401 +8 1 UnityFramework CAkSrcMediaCodecVorbis::GetBuffer(AK::SrcMedia::Stream::State*, unsigned short, IAkSrcMediaCodec::BufferInfo&) /Volumes/SSD/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/Codecs/AkVorbisDecoder/Common/AkSrcMediaCodecVorbis.cpp:216 +0 2 UnityFramework CAkSrcMediaCodecVorbis::GetBuffer(AK::SrcMedia::Stream::State*, unsigned short, IAkSrcMediaCodec::BufferInfo&) /Volumes/SSD/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/Codecs/AkVorbisDecoder/Common/AkSrcMediaCodecVorbis.cpp:216 +0 3 UnityFramework CAkSrcMedia::GetBuffer(AkVPLState&) /Volumes/SSD/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/Common/AkSrcMedia.cpp:251 +0 4 UnityFramework CAkVPLSrcCbxNode::GetBuffer(AkVPLState&) /Volumes/SSD/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/SoftwarePipeline/AkVPLSrcCbxNode.cpp:590 +28 5 UnityFramework CAkLEngine::RunVPL(CAkVPLSrcCbxNode*, AkVPLState&) /Volumes/SSD/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/SoftwarePipeline/AkLEngine_SoftwarePipeline.cpp:0 +0 6 UnityFramework CAkLEngine::ProcessOneSource(CAkVPLSrcCbxNode*) /Volumes/SSD/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/SoftwarePipeline/AkLEngine_SoftwarePipeline.cpp:2638 +0 7 UnityFramework CAkLEngine::ProcessSources(bool) /Volumes/SSD/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/SoftwarePipeline/AkLEngine_SoftwarePipeline.cpp:2592 +0 8 UnityFramework CAkLEngine::SoftwarePerform() /Volumes/SSD/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/SoftwarePipeline/AkLEngine_SoftwarePipeline.cpp:2289 +0 9 UnityFramework CAkAudioMgr::Perform() /Volumes/SSD/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/Common/AkAudioMgr.cpp:587 +0 10 UnityFramework CAkAudioThread::EventMgrThreadFunc(void*) /Volumes/SSD/Jenkins/ws/wwise_v2019.2/Wwise/SDK/source/SoundEngine/AkAudiolib/POSIX/AkAudioThread.cpp:67 +0 11 libsystem_pthread.dylib _pthread_start +148