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+2 votes

When opening a map which has actors with AK components the log is spammed with a message for each. 

It appears to be linked to code related to loading the icons for the emitters. These are stored as PNG files and cause a loading stall.

Here is the call stack:

> UE4Editor-CoreUObject.dll!BeginLoad(FUObjectSerializeContext * LoadContext, const wchar_t * DebugContext) Line 1482 C++
UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 1205 C++
UE4Editor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 1458 C++
UE4Editor-CoreUObject.dll!ResolveName(UObject * & InPackage, FString & InOutName, bool Create, bool Throw, unsigned int LoadFlags, const FLinkerInstancingContext * InstancingContext) Line 787 C++
UE4Editor-CoreUObject.dll!StaticLoadObjectInternal(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 849 C++
UE4Editor-CoreUObject.dll!StaticLoadObject(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 924 C++
[Inline Frame] UE4Editor-AkAudio.dll!LoadObject(UObject *) Line 1287 C++
UE4Editor-AkAudio.dll!AkAudioStyle_Helpers::LoadAkTexture<char const (&)[16],char const * &>(const char[16] & RelativePath, const char * & TextureName) Line 16 C++
UE4Editor-AkAudio.dll!SetAkBrush(FSlateStyleSet & Style, const char * BrushName, const char * TextureName) Line 55 C++
UE4Editor-AkAudio.dll!SetAkResourceBrushes(FSlateStyleSet & Style) Line 80 C++
UE4Editor-AkAudio.dll!FAkAudioStyle::Initialize() Line 130 C++
UE4Editor-AkAudio.dll!FAkAudioModule::StartupModule() Line 49 C++
UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason(const FName InModuleName, EModuleLoadResult & OutFailureReason) Line 538 C++
UE4Editor-Projects.dll!FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type LoadingPhase, const TArray<FModuleDescriptor,TSizedDefaultAllocator<32>> & Modules, TMap<FName,enum EModuleLoadResult,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FName,enum EModuleLoadResult,0>> & ModuleLoadErrors) Line 561 C++
UE4Editor-Projects.dll!FPluginManager::TryLoadModulesForPlugin(const FPlugin & Plugin, const ELoadingPhase::Type LoadingPhase) Line 1295 C++
UE4Editor-Projects.dll!FPluginManager::LoadModulesForEnabledPlugins(const ELoadingPhase::Type LoadingPhase) Line 1369 C++
UE4Editor.exe!FEngineLoop::LoadStartupModules() Line 3808 C++
UE4Editor.exe!FEngineLoop::PreInitPostStartupScreen(const wchar_t * CmdLine) Line 3198 C++
[Inline Frame] UE4Editor.exe!FEngineLoop::PreInit(const wchar_t *) Line 3591 C++
[Inline Frame] UE4Editor.exe!EnginePreInit(const wchar_t *) Line 42 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 127 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 257 C++
[Inline Frame] UE4Editor.exe!invoke_main() Line 102 C++
UE4Editor.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!00007ffdb2f97034() Unknown
ntdll.dll!00007ffdb381d0d1() Unknown

The spam itself looks like this:

[2021.01.18-15.12.05:103][ 2]LogStreaming: Display: FlushAsyncLoading: 1 QueuedPackages, 0 AsyncPackages
[2021.01.18-15.12.05:160][ 3]LogUObjectGlobals: BeginLoad(/Game/WwiseAudio/Events/Default_Work_Unit/Environment/3D_Emitters/Generic/INT/Play_ENV_3D_INT_Lightbuzz_03) is flushing async loading
[2021.01.18-15.12.05:160][ 3]LogStreaming: Display: FlushAsyncLoading: 0 QueuedPackages, 1 AsyncPackages
[2021.01.18-15.12.05:161][ 3]LogUObjectGlobals: BeginLoad(/Game/WwiseAudio/Events/Default_Work_Unit/Environment/3D_Emitters/Generic/INT/Play_ENV_3D_INT_MachineMed_01) is flushing async loading


etc. 

Given how many AK components live in our large maps this is causing hundreds of such log messages to appear on load.
Is there a way to ignore these or a better way to handle this loading? 

Please let me know.
Thanks,
Alec

in General Discussion by Alec Brady (700 points)
Just want to bump this as we've updated the integration to 2019.2.9.7459.1876 and it persists.

This isn't something we can mute so any help would be appreciated

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