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.