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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/
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


asked Jun 25 in General Discussion by Anders L. (170 points)
retagged Jun 28 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 by Anders L. (170 points)
selected Sep 8 by Fabien B. (Audiokinetic)