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+3 votes
Hello

We have UE4 4.18.3, and the game is running from uncompressed .pak.

The freeze happens inside AK::MemoryMgr::DestroyPool(PoolId) (called from FWuiIoHookBase::~FWuiIoHookBase()), i get the following stack after breaking all threads :

     [External Code]    

>    LOA-Win64-Debug.exe!AK::StreamMgr::CAkIOThread::Term() Line 193    C++
     LOA-Win64-Debug.exe!AK::StreamMgr::CAkDeviceDeferredLinedUp::Destroy() Line 89    C++
     LOA-Win64-Debug.exe!AK::StreamMgr::DestroyDevice(unsigned long in_deviceID) Line 251    C++
     LOA-Win64-Debug.exe!FWuiIoHookBase::~FWuiIoHookBase() Line 68    C++
     LOA-Win64-Debug.exe!FWuiAsyncIoHook::~FWuiAsyncIoHook() Line 33    C++
     [External Code]    
     LOA-Win64-Debug.exe!FWwiseSoundEngine::Cleanup() Line 300    C++
     LOA-Win64-Debug.exe!FWwise::Cleanup() Line 70    C++
     LOA-Win64-Debug.exe!FWuiModule::ShutdownModule() Line 88    C++
     LOA-Win64-Debug.exe!FModuleManager::UnloadModule(const FName InModuleName, bool bIsShutdown) Line 572    C++
     LOA-Win64-Debug.exe!FModuleManager::UnloadModulesAtShutdown() Line 695    C++
     LOA-Win64-Debug.exe!FEngineLoop::Exit() Line 2901    C++
     LOA-Win64-Debug.exe!EngineExit() Line 74    C++
     LOA-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 177    C++
     LOA-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 199    C++
     [External Code]    

Any idea on what could be going wrong or how to debug this freeze ?

Thanks

François
in General Discussion by François K. (130 points)
Same issue. Have you beat it?

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