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Android build crashes after the sound engine is initialized (Unity + Gear VR)

0 votes
Hi all,

as stated my android build for Gear VR (using Samsung Galaxy S7 edge) crashes as soon as I get past the Unity splash screen, and I don't know why.

Adb logcat gives me this output (after the Wwise sound engine initialization):

(Filename: ./artifacts/generated/Android/runtime/DebugBindings.gen.cpp Line: 51)
06-25 16:50:34.105 19315-19315/? A/DEBUG: pid: 18749, tid: 19306, name: NativeThread  >>> com.oculus.UnitySample <<<
06-25 16:50:34.107 19315-19315/? A/DEBUG:     #00 pc 001462f8  /data/app/com.oculus.UnitySample-1/lib/arm/libAkSoundEngine.so
06-25 16:50:36.387 4960-19319/? W/ActivityManager:   Force finishing activity com.oculus.UnitySample/com.unity3d.player.UnityPlayerActivity
06-25 16:50:36.479 2859-2872/? E/VRInputService[04/13/2017-04:23:27p.m.][2645264][QD4/1.0.44/44]: at (SamsungVRInputService) [Client died. Removing callback mDeath Uid:10408, PackageName:com.oculus.UnitySample, HashTableSize:2]
06-25 16:50:36.482 4960-23860/? I/WindowManager: WIN DEATH: Window{269c021d0 u0 SurfaceView - com.oculus.UnitySample/com.unity3d.player.UnityPlayerActivity}

Any ideas?

I'm using Wwise v2016.2.4 and Unity 5.6.1f1 on OSX 10.11

Thanks,

Anders
asked Jun 25, 2017 in General Discussion by Anders L. (170 points)
retagged Jun 28, 2017 by Anders L.

1 Answer

0 votes
 
Best answer
Never mind, I seem to have discovered the problem. Once I increased the pool sizes in the AkInitializer script the android build runs as it should.
answered Sep 7, 2017 by Anders L. (170 points)
selected Sep 8, 2017 by Fabien B. (Audiokinetic)
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