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Unreal Engine 4.15 integration "IO Device error" and "Bank Load Failed"

0 votes

We are encountering the following problem at the moment (using Unreal Engine 4.15.1 and the latest integration):

Some sound banks (not always the same ones, also not dependent upon size it seems) fail to load with the following messages:

LogAkAudio:Error: IO device error
LogAkAudio:Error: Bank Load Failed

In a development build, this lead to the sounds simply not working. A shipping build even crashes with the following log:

[2017.04.13-10.49.09:787][340]LogWindows:Error: === Critical error: ===
[2017.04.13-10.49.09:787][340]LogWindows:Error: 
[2017.04.13-10.49.09:787][340]LogWindows:Error: Fatal error!
[2017.04.13-10.49.09:787][340]LogWindows:Error: 
[2017.04.13-10.49.09:787][340]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x812c8000
[2017.04.13-10.49.09:787][340]LogWindows:Error: 
[2017.04.13-10.49.09:787][340]LogWindows:Error: VCRUNTIME140.dll!0x00000000FA22C387
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FAsyncBufferedFileReaderWindows::Read() [f:\stable\engine\source\runtime\core\private\windows\windowsplatformfile.cpp:390]
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FGenericReadRequest::PerformRequest() [f:\stable\engine\source\runtime\core\private\genericplatform\genericplatformfile.cpp:175]
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FAsyncTask<FGenericReadRequestWorker>::Abandon() [f:\stable\engine\source\runtime\core\public\async\asyncwork.h:305]
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FQueuedThread::Run() [f:\stable\engine\source\runtime\core\private\hal\threadingbase.cpp:442]
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FRunnableThreadWin::Run() [f:\stable\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
[2017.04.13-10.49.09:787][340]LogWindows:Error: ShooterGame-Win64-Test.exe!FRunnableThreadWin::GuardedRun() [f:\stable\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
[2017.04.13-10.49.09:787][340]LogWindows:Error: KERNEL32.DLL!0x000000002E2F8364
[2017.04.13-10.49.09:787][340]LogWindows:Error: ntdll.dll!0x0000000030C170D1
[2017.04.13-10.49.09:787][340]LogWindows:Error: ntdll.dll!0x0000000030C170D1
[2017.04.13-10.49.09:787][340]LogWindows:Error: 
[2017.04.13-10.49.09:787][340]LogWindows:Error: Crash in runnable thread PoolThread 5

What we tried so far:

  • Regenerating sound banks
  • Decreasing sound bank size (thinking it was a memory problem)
  • Disabling async loading
  • Increasing the default pool size for sound banks

We would be very grateful for any hints on how to proceed with this problem.

asked Apr 18 in General Discussion by Thomas S. (150 points)

1 Answer

+1 vote
 
Best answer
We are seeing a crash with "Event Driven Loading" enabled, have you tried disabling that?
answered Apr 25 by Brock H. (500 points)
selected May 9 by Thomas S.
Thanks a lot, this was in fact the solution for us. It seems like Epic has already seen errors with the system since they disable it in the 4.15.2 hotfix by default.
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