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+1 vote

Hello. We've met with a strange problem while testing our PS4 build, I'll be glad to receive some advice.
In short, Wwise "loses" output audio busses after we start the game, switch to the PS4 home screen, and then return to the game again. 

Details:

1) Suspend() and WakeUpFromSuspend() is properly executed when we put the game into background and foreground:

20:28:58    [Syscore App] Suspend process : 0x200
20:28:58    WWISE: Suspend() = AK_Success
20:29:02    WWISE: WakeupFromSuspend() = AK_Success
20:29:02    [VCS]checkApplicationStatus() [LNC->VCS] App was Resumed. appId = 0x60002b0b.

2) We see the following messages in the Wwise Profiler during this process:

Message: Audio Thread Suspended. Audio Output will be silent.
Error: Hardware audio subsystem stopped responding. Silent mode is enabled.
Message: Audio Thread resumed, audio restarts.

3) After switching to the PS4 home screen and back, we can't disconnect or reconnect to the Wwise Profiler anymore.

4) Audio behavior: we play our music on PS4 via a sub-bus under the Master Secondary Bus with the "Mute for Background Music" option enabled, everything else is played
via the busses under Master Audio Bus.

When we put the game into the background, the Wwise profiler shows that both Master Audio Bus and Master Secondary Bus are not available. the music goes to a Virtual Voice, all other audio events are still called but they aren't routed anywhere.
When we return the game to the foreground, everything stays the same: the Master Audio busses are not available, the music track continues to play in a virtual voice, and everything else is still being called by the game but is not routed anywhere. The game becomes permanently silent.

Any clue about what's going on? I'm still digging through the API documentation but can't find anything related to this case.

Unity: 2018.1.0f2
Wwise: 2016.2.6.6153
PS4 SDK: 6.5

Best regards, Serge.

in General Discussion by Sergey E. (230 points)

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