Hello,
I am getting an ambient sound crash on exit, this is on Unreal Engine 4.4.3 with the WWise 4.4 integration. I would guess this is due to the fact that the object that the callback is trying to operate on is either dereferenced memory or otherwise invalid. Do you have an intended fix for this issue with 4.5?
This is the code where it crashes:
/*------------------------------------------------------------------------------------
AAkAmbientSound
------------------------------------------------------------------------------------*/
/**
* Static callback for ambient sounds
*/
static void AkAmbientSoundCallback( AkCallbackType in_eType, AkCallbackInfo* in_pCallbackInfo )
{
AAkAmbientSound * pObj = ( (AAkAmbientSound *) in_pCallbackInfo->pCookie );
if( pObj )
{
pObj->Playing( false );
}
}
This is the call stack:
> ShooterGame-Win64-Shipping.exe!AkAmbientSoundCallback(AkCallbackType in_eType=AK_EndOfEvent, AkCallbackInfo * in_pCallbackInfo=0x000000002351f900) Line 23 C++
ShooterGame-Win64-Shipping.exe!CAkPlayingMgr::CheckRemovePlayingID(unsigned long in_PlayingID=0, CAkPlayingMgr::PlayingMgrItem * in_pItem=0x0000000020a3a880) Line 166 C++
ShooterGame-Win64-Shipping.exe!CAkPBI::Term(bool __formal=false) Line 316 C++
ShooterGame-Win64-Shipping.exe!CAkURenderer::PerformContextNotif() Line 979 C++
ShooterGame-Win64-Shipping.exe!CAkAudioMgr::Perform() Line 387 C++
ShooterGame-Win64-Shipping.exe!CAkAudioThread::EventMgrThreadFunc(void * lpParameter=0x0000000000000000) Line 84 C++
kernel32.dll!BaseThreadInitThunk() Unknown
ntdll.dll!RtlUserThreadStart() Unknown