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0 投票
It rarely occurs in my production. It does not occur in the same location in the game and can occur anywhere in the game world. 
My wwise version is v2019.2.12. 
Any guidance or help is greatly appreciated.

Stacktrace below:
libUE4.so  pc 00000000055a7ef0  CAkSynchronizedBuffer::CopyFrames(unsigned char*, unsigned int, unsigned int) AkPlatformFuncs.h:292
libUE4.so   pc 00000000055a7f54  CAkSynchronizedBuffer::PopFrames(void*, unsigned int) AkAudiolib/Android/AkSynchronizedBuffer.cpp:70
libUE4.so  pc 00000000055a7ba0  CAkAAudioBackend::OnAudioReady(AAudioStreamStruct*, void*, int) AkAudiolib/Android/AkAAudioBackend.cpp:222
/system/lib64/libaaudio_internal.so  pc 0000000000008e58  aaudio::AudioStream::maybeCallDataCallback(void*, int)+204
/system/lib64/libaaudio_internal.so  pc 000000000000d210  aaudio::AudioStreamLegacy::callDataCallbackFrames(unsigned char*, int)+308
/system/lib64/libaaudio_internal.so  pc 000000000000c0dc  aaudio::AudioStreamLegacy::onMoreData(android::AudioTrack::Buffer const&)+648
/system/lib64/libaudioclient.so  pc 000000000005af04  android::AudioTrack::processAudioBuffer()+3108
/system/lib64/libaudioclient.so  pc 0000000000059fbc  android::AudioTrack::AudioTrackThread::threadLoop()+296
/system/lib64/libutils.so  pc 00000000000055cc  android::Thread::_threadLoop(void*)+288
/system/lib64/libandroid_runtime.so  pc 000000000000f1e4  android::AndroidRuntime::javaThreadShell(void*)+144
分类:General Discussion | 用户: wenwen tan (100 分)

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