Community Q&A

Where Wwise users help each other out!

Audiokinetic's Community Q&A is the forum where Wwise users ask and answer questions within the Wwise community. If you would like to get an answer from Audiokinetic's Technical support team, make sure you use the Support Tickets page.

UE 4.17.2 + XBoxOne + Wwise = crash

+3 votes


We recently updated our project from UE 4.15.2 to UE 4.17.2.

We so updated our Wwise Project and Wwise UE Integration from 2016.2.4 to 2016.2.5.

The project launched previously perfectly on Win64, PS4 and XBoxOne.

But now the project never launched on XboxOne.

It fails during AcpHalAllocateShapeContexts call with a HRESULT value to 0x8ac80001 which correspond to ACP_E_ALREADY_ALLOCATED even if XAUDIO2_DO_NOT_USE_SHAPE is clearely passed to XAudio2Create() during FXAudio2Device::InitializeHardware()

> WwiseDemoGame-XboxOne-Debug.exe!FXMAAudioInfo::Initialize() Line 62 C++

  WwiseDemoGame-XboxOne-Debug.exe!FXAudio2Device::InitializeHardware() Line 273 C++

  WwiseDemoGame-XboxOne-Debug.exe!FAudioDevice::Init(int InMaxChannels) Line 264 C++

  WwiseDemoGame-XboxOne-Debug.exe!FAudioDeviceManager::CreateAudioDevice(bool bCreateNewDevice, FAudioDeviceManager::FCreateAudioDeviceResults & OutResults) Line 148 C++

  WwiseDemoGame-XboxOne-Debug.exe!UEngine::InitializeAudioDeviceManager() Line 2116 C++

  WwiseDemoGame-XboxOne-Debug.exe!UEngine::Init(IEngineLoop * InEngineLoop) Line 987 C++

  WwiseDemoGame-XboxOne-Debug.exe!UGameEngine::Init(IEngineLoop * InEngineLoop) Line 558 C++

  WwiseDemoGame-XboxOne-Debug.exe!FEngineLoop::Init() Line 2665 C++

  WwiseDemoGame-XboxOne-Debug.exe!EngineInit(const wchar_t * SplashName) Line 686 C++

  WwiseDemoGame-XboxOne-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 746 C++

  WwiseDemoGame-XboxOne-Debug.exe!GuardedMainExceptionWrapper(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 771 C++

  WwiseDemoGame-XboxOne-Debug.exe!ViewProvider::[Windows::ApplicationModel::Core::IFrameworkView]::Run() Line 532 C++

  WwiseDemoGame-XboxOne-Debug.exe!ViewProvider::[Windows::ApplicationModel::Core::IFrameworkView]::__abi_Windows_ApplicationModel_Core_IFrameworkView____abi_Run() C++

  appmodel.dll!00000101a97bd526() Unknown

  ntdll.dll!00000101a9307268() Unknow

I tried with WwiseDemoGame 2016.2.4 with the same result.

I also try with more recent demos from 2017.1.2 to 2017.1.3 with the same result.

I am using Windows 10 Pro, UE 4.17.2 from Epic Games Perforce, XDK 170302 (March 2017 QFE 2), XBoxOne OS Version October 2017, Visual Studio Version 14 Update 3, Debug or Development configuration.


Kind regards,

asked Oct 26, 2017 in General Discussion by Christophe B. (130 points)

1 Answer

0 votes
Did you check the procedure to disable UE4 audio ? As mentioned in release notes, since Unreal 4.17, the Unreal audio system needs to be disabled on the Xbox One and Switch platforms. Please refer to FAQ for more information (the layout of the online doc has some issues, we are working on fixing that)
answered Oct 26, 2017 by Fabien B. (Audiokinetic) (12,420 points)
Are you aware that your sample did not include this parameter?
It could be a good idea...

Just adding these lines in <GAME>/Config/XboxOne/XboxOneEngine.ini
(present in your sample) seems to do the trick.


Thanks a lot for the fast response.
We are having difficulty finding the documentation on how to disable the Unreal audio system. The above FAQ link doesn't seem to lead to the answer. Can you point me in the right direction?
If in your project Config folder there is not yet a XboxOne/XboxOneEngine.ini configuration file, create it.

And simpply add these lines to deactivate the UnrealEngine AudioDeviceModule :


Nothing else.