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0 投票
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
分类:Beta Feedback | 用户: Vioxtar (370 分)

1个回答

0 投票
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
用户: Samuel L. (Audiokinetic) (23.6k 分)
修改于 用户:Samuel L. (Audiokinetic)
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