社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

0 投票
It rarely occurs in my production. It does not occur in the same location in the game and can occur anywhere in the game world. 
My wwise version is v2019.2.12. 
Any guidance or help is greatly appreciated.

Stacktrace below:
libUE4.so  pc 00000000055a7ef0  CAkSynchronizedBuffer::CopyFrames(unsigned char*, unsigned int, unsigned int) AkPlatformFuncs.h:292
libUE4.so   pc 00000000055a7f54  CAkSynchronizedBuffer::PopFrames(void*, unsigned int) AkAudiolib/Android/AkSynchronizedBuffer.cpp:70
libUE4.so  pc 00000000055a7ba0  CAkAAudioBackend::OnAudioReady(AAudioStreamStruct*, void*, int) AkAudiolib/Android/AkAAudioBackend.cpp:222
/system/lib64/libaaudio_internal.so  pc 0000000000008e58  aaudio::AudioStream::maybeCallDataCallback(void*, int)+204
/system/lib64/libaaudio_internal.so  pc 000000000000d210  aaudio::AudioStreamLegacy::callDataCallbackFrames(unsigned char*, int)+308
/system/lib64/libaaudio_internal.so  pc 000000000000c0dc  aaudio::AudioStreamLegacy::onMoreData(android::AudioTrack::Buffer const&)+648
/system/lib64/libaudioclient.so  pc 000000000005af04  android::AudioTrack::processAudioBuffer()+3108
/system/lib64/libaudioclient.so  pc 0000000000059fbc  android::AudioTrack::AudioTrackThread::threadLoop()+296
/system/lib64/libutils.so  pc 00000000000055cc  android::Thread::_threadLoop(void*)+288
/system/lib64/libandroid_runtime.so  pc 000000000000f1e4  android::AndroidRuntime::javaThreadShell(void*)+144
分类:General Discussion | 用户: wenwen tan (100 分)

Please sign-in or register to answer this question.

...