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0 투표

We are encountering the following problem at the moment (using Unreal Engine 4.15.1 and the latest integration):

Some sound banks (not always the same ones, also not dependent upon size it seems) fail to load with the following messages:

LogAkAudio:Error: IO device error
LogAkAudio:Error: Bank Load Failed

In a development build, this lead to the sounds simply not working. A shipping build even crashes with the following log:

[2017.04.13-10.49.09:787][340]LogWindows:Error: === Critical error: ===
[2017.04.13-10.49.09:787][340]LogWindows:Error: 
[2017.04.13-10.49.09:787][340]LogWindows:Error: Fatal error!
[2017.04.13-10.49.09:787][340]LogWindows:Error: 
[2017.04.13-10.49.09:787][340]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x812c8000
[2017.04.13-10.49.09:787][340]LogWindows:Error: 
[2017.04.13-10.49.09:787][340]LogWindows:Error: VCRUNTIME140.dll!0x00000000FA22C387
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FAsyncBufferedFileReaderWindows::Read() [f:\stable\engine\source\runtime\core\private\windows\windowsplatformfile.cpp:390]
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FGenericReadRequest::PerformRequest() [f:\stable\engine\source\runtime\core\private\genericplatform\genericplatformfile.cpp:175]
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FAsyncTask<FGenericReadRequestWorker>::Abandon() [f:\stable\engine\source\runtime\core\public\async\asyncwork.h:305]
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FQueuedThread::Run() [f:\stable\engine\source\runtime\core\private\hal\threadingbase.cpp:442]
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FRunnableThreadWin::Run() [f:\stable\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FRunnableThreadWin::GuardedRun() [f:\stable\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
[2017.04.13-10.49.09:787][340]LogWindows:Error: KERNEL32.DLL!0x000000002E2F8364
[2017.04.13-10.49.09:787][340]LogWindows:Error: ntdll.dll!0x0000000030C170D1
[2017.04.13-10.49.09:787][340]LogWindows:Error: ntdll.dll!0x0000000030C170D1
[2017.04.13-10.49.09:787][340]LogWindows:Error: 
[2017.04.13-10.49.09:787][340]LogWindows:Error: Crash in runnable thread PoolThread 5

What we tried so far:

  • Regenerating sound banks
  • Decreasing sound bank size (thinking it was a memory problem)
  • Disabling async loading
  • Increasing the default pool size for sound banks

We would be very grateful for any hints on how to proceed with this problem.

General Discussion Thomas S. (150 포인트) 로 부터

1 답변

+1 투표
 
우수 답변
We are seeing a crash with "Event Driven Loading" enabled, have you tried disabling that?
Brock H. (510 포인트) 로 부터
선택됨 Thomas S. 로 부터
Thanks a lot, this was in fact the solution for us. It seems like Epic has already seen errors with the system since they disable it in the 4.15.2 hotfix by default.
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