Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

0 votes
Putting it on Beta Feedback because its the closest category to just feedback.

I just changed to the most updated Wwise (version 2023.1.0.8367)
From the editor I launched two standalone clients that joined another standalone server.
Config was Debug. I did make some changes to the Wwise integration code, specifically so that it can play without AkComponents, but I'd go as far to say that my changes are competent and do not explain this crash. I've never had this problem before in earlier Wwise versions.
Some events happened in the game involving physics impacts, and only one of the clients crashed with this stack:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000

AkImpacter
AkImpacter
AkImpacter
AkImpacter
AkImpacter
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkSrcPhysModel::GetBuffer() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkSrcPhysModel.cpp:236]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkVPLSrcCbxNode::GetOneSourceBuffer() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkVPLSrcCbxNode.cpp:682]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkVPLSrcCbxNode::GetBuffer() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkVPLSrcCbxNode.cpp:752]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkLEngine::RunVPL() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkLEngine_SoftwarePipeline.cpp:2746]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkLEngine::VoiceTask() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkLEngine_SoftwarePipeline.cpp:2897]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!<lambda_825482f2ae2d20d956fced6e056f4a8e>::operator()() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\SoftwarePipeline\AkLEngine_SoftwarePipeline.cpp:3177]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!AK::JobMgr::Internal::JobBody<<lambda_825482f2ae2d20d956fced6e056f4a8e>,void>::Execute() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Common\AkJobMgr.h:261]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!AK::JobMgr::Internal::JobManager_internalWorkerFunction() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Common\AkJobMgr.cpp:649]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!AK::JobMgr::WorkUntilDone() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Common\AkJobMgr.cpp:1340]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkAudioMgr::Perform() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Common\AkAudioMgr.cpp:607]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkAudioMgr::PerformOnline() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Common\AkAudioMgr.cpp:547]
UnrealEditor_WwiseSoundEngine_Win64_DebugGame!CAkAudioThread::EventMgrThreadFunc() [C:\Jenkins\ws\wwise_v2023.1\Wwise\SDK\source\SoundEngine\AkAudiolib\Win32\AkAudioThread.cpp:70]
kernel32
ntdll

Also who is Jenkins? :P
in Beta Feedback by Vioxtar (370 points)

1 Answer

0 votes
The crash seems to be inside the Impacter plug-in. Please report this crash through the Bug Reporter in the Audiokinetic Launcher.
https://www.audiokinetic.com/en/library/wwise_launcher/?source=InstallGuide&id=reporting_bugs

A minidump (.dmp) file would be the best way to help our team finding the issue: you can attach it to your bug submission.

Unreal dumps are found at <YourProject>/Saved/Crashes
by Samuel L. (Audiokinetic) (23.6k points)
edited by Samuel L. (Audiokinetic)
...