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Audiokinetic의 커뮤니티 Q&A는 사용자가 Wwise와 Strata 커뮤니티 내에서 서로 질문과 답변을 하는 포럼입니다. Audiokinetic의 기술 지원팀에게 문의하고 싶으신 경우 지원 티켓 페이지를 사용해주세요.

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Putting it on Beta Feedback because its the closest category to just feedback.

I just changed to the most updated Wwise (version 2023.1.0.8367)
From the editor I launched two standalone clients that joined another standalone server.
Config was Debug. I did make some changes to the Wwise integration code, specifically so that it can play without AkComponents, but I'd go as far to say that my changes are competent and do not explain this crash. I've never had this problem before in earlier Wwise versions.
Some events happened in the game involving physics impacts, and only one of the clients crashed with this stack:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000

AkImpacter
AkImpacter
AkImpacter
AkImpacter
AkImpacter
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkSrcPhysModel::GetBuffer() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkSrcPhysModel.cpp:236]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkVPLSrcCbxNode::GetOneSourceBuffer() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkVPLSrcCbxNode.cpp:682]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkVPLSrcCbxNode::GetBuffer() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkVPLSrcCbxNode.cpp:752]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkLEngine::RunVPL() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkLEngine_SoftwarePipeline.cpp:2746]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkLEngine::VoiceTask() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkLEngine_SoftwarePipeline.cpp:2897]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!<lambda_825482f2ae2d20d956fced6e056f4a8e>::operator()() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkLEngine_SoftwarePipeline.cpp:3177]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!AK::JobMgr::Internal::JobBody<<lambda_825482f2ae2d20d956fced6e056f4a8e>,void>::Execute() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Common\AkJobMgr.h:261]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!AK::JobMgr::Internal::JobManager_internalWorkerFunction() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Common\AkJobMgr.cpp:649]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!AK::JobMgr::WorkUntilDone() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Common\AkJobMgr.cpp:1340]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkAudioMgr::Perform() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Common\AkAudioMgr.cpp:607]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkAudioMgr::PerformOnline() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Common\AkAudioMgr.cpp:547]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkAudioThread::EventMgrThreadFunc() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Win32\AkAudioThread.cpp:70]
kernel32
ntdll

Also who is Jenkins? :P
Beta Feedback Vioxtar (370 포인트) 로 부터

1 답변

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The crash seems to be inside the Impacter plug-in. Please report this crash through the Bug Reporter in the Audiokinetic Launcher.
https://www.audiokinetic.com/en/library/wwise_launcher/?source=InstallGuide&id=reporting_bugs

A minidump (.dmp) file would be the best way to help our team finding the issue: you can attach it to your bug submission.

Unreal dumps are found at <YourProject>/Saved/Crashes
Samuel L. (Audiokinetic) (23.6k 포인트) 로 부터
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