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Unreal Shipping Build on Magic Leap Using Wwise 2018.1.1 and Resonance Crashes

0 votes

Our experience on the Magic Leap is crashing when it tries to run on device. The relevant log chunk is:

11-30 16:21:23.957 2130 2130 F DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
11-30 16:21:23.957 2130 2130 F DEBUG : Build fingerprint: 'ml/lilly_full/lilly:0.93.0/A1C.180911.09-R.327/14165:user/release-keys'
11-30 16:21:23.957 2130 2130 F DEBUG : Revision: '0'
11-30 16:21:23.957 2130 2130 F DEBUG : ABI: 'arm64'
11-30 16:21:23.957 2130 2130 F DEBUG : pid: 2095, tid: 2127, uid: 116137, name: PeanutButter >>> bin/PeanutButter <<<
11-30 16:21:23.957 2130 2130 F DEBUG : debuggable: true
11-30 16:21:23.957 2130 2130 F DEBUG : signal 7 (SIGBUS), code 1 (BUS_ADRALN), fault addr 0xaaaaaaab
11-30 16:21:23.957 2130 2130 F DEBUG : x0 0000aaaae41c14a8 x1 0000000000000004 x2 00000000ffffffff x3 0000000000000000
11-30 16:21:23.957 2130 2130 F DEBUG : x4 0000000000000000 x5 00000000ffffffff x6 00000000ffffffff x7 0000000000000000
11-30 16:21:23.957 2130 2130 F DEBUG : x8 000040003477e688 x9 0000000000000048 x10 0000aaaae41c13c0 x11 000000000099fe7d
11-30 16:21:23.957 2130 2130 F DEBUG : x12 0000aaaae41c1000 x13 0000000000000001 x14 0000000000000034 x15 0000aaaae41c13c0
11-30 16:21:23.957 2130 2130 F DEBUG : x16 0000400021e8c3d8 x17 0000400021de1c20 x18 0000000000000000 x19 0000000000000004
11-30 16:21:23.957 2130 2130 F DEBUG : x20 0000000000000001 x21 0000000000000004 x22 0000aaaae41c13e0 x23 0000000000000018
11-30 16:21:23.957 2130 2130 F DEBUG : x24 0000aaaae41c14a0 x25 0000aaaae41c14b0 x26 0000aaaae3e04b90 x27 00000000aaaaaaab
11-30 16:21:23.957 2130 2130 F DEBUG : x28 0000000000000003 x29 0000400029e42360 x30 0000aaaae25c16bc
11-30 16:21:23.957 2130 2130 F DEBUG : sp 0000400029e42310 pc 00000000aaaaaaab pstate 0000000020000000
11-30 16:21:23.982 2130 2130 F DEBUG : 
11-30 16:21:23.982 2130 2130 F DEBUG : backtrace:
11-30 16:21:23.982 2130 2130 F DEBUG : #00 pc 00000000aaaaaaab <unknown>
11-30 16:21:23.982 2130 2130 F DEBUG : #01 pc 00000000049806b8 /data/app/com.kitchen.PeanutButter/bin/PeanutButter (_Z21_CallGlobalExtensions24AkGlobalCallbackLocation+192)
11-30 16:21:23.982 2130 2130 F DEBUG : #02 pc 000000000499019c /data/app/com.kitchen.PeanutButter/bin/PeanutButter (_ZN11CAkAudioMgr7PerformEv+476)
11-30 16:21:23.982 2130 2130 F DEBUG : #03 pc 0000000004a1d094 /data/app/com.kitchen.PeanutButter/bin/PeanutButter (_ZN14CAkAudioThread18EventMgrThreadFuncEPv+72)
11-30 16:21:23.982 2130 2130 F DEBUG : #04 pc 000000000006b634 /system/lib64/libc.so (_ZL15__pthread_startPv+36)
11-30 16:21:23.982 2130 2130 F DEBUG : #05 pc 000000000001e5bc /system/lib64/libc.so (__start_thread+44)

The "AkAudioMgr" in the stack trace leads me to believe that this is a problem related to Wwise audio. This crash does NOT happen with Development builds.

Here are the technologies that we are using:

  • A custom build of the Unreal engine loosely based on Unreal 4.20
  • Our experience is built against the Magic Leap SDK 0.17
  • It is running on a Retail headset running Lumin OS 0.93
  • Wwise 2018.1.1.6727
  • Google Resonance Audio SDK version 2018.1.1.6727 (according to the Wwise Launcher)
  • Builds are being made on a PC running Windows 10
  • Code is compiled with Visual Studio 2017 (version 15.9.3)

We were also able to reproduce this using a bare bones Unreal project with no meaningful content. This was still using our custom version of Unreal though.

Is Resonance still a supported plug-in?

asked Dec 6, 2018 in General Discussion by Robert G. (180 points)

1 Answer

0 votes

We are able to fix this problem by upgrading our version of Wwise to 2018.1.4.6807 and the Resonance plug-in to 2018.1.3.10, then applying a small patch that Audiokinetic provided.

The patch changes the following section in Plugins/Wwise/Source/AkAudio/AkAudio.Build.cs from

else if (Target.Platform == UnrealTargetPlatform.Lumin)
{
    akPlatformLibDir.Add("Lumin");
    Defs.Add("AK_LUMIN");
}

...to....

else if (Target.Platform == UnrealTargetPlatform.Lumin)
{
    akPlatformLibDir.Add("Lumin");
    Defs.Add("AK_LUMIN");
    string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath);
    System.Console.WriteLine("Adding Resonance UPL script");
    AdditionalPropertiesForReceipt.Add("LuminPlugin", Path.Combine(PluginPath, "ResonanceAudio_UPL.xml"));
}
 

The patch also adds a new file called ResonanceAudio_UPL.xml into the same folder as AkAudio.Build.cs. The contents of this new file are:

<?xml version="1.0" encoding="utf-8"?>
<!--Resonance Audio plugin additions-->
<root>
  <!-- init section is always evaluated once per architecture -->
  <init>
    <log text="Wwise Resonance Audio init"/>
  </init>

  <!--optional files or directories to copy to Intermediate/Android/APK-->
  <stageFiles>
    <log text="Copying Resonance Audio files to staging : $S(BuildDir)"/>
    <isArch arch="arm64-v8a">
      <copyFile src="$S(PluginDir)/../../ThirdParty/Lumin/Profile/bin/libResonanceAudio.so"
          dst="$S(ProjectDir)/Saved/StagedBuilds/Lumin/bin/libResonanceAudio.so" />
          </isArch>
  </stageFiles>
</root>

Making these changes allowed us to successfully run Shipping builds on Magic Leap devices.

 

 
answered Jan 16 by Robert G. (180 points)
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