커뮤니티 Q&A

Audiokinetic의 커뮤니티 Q&A 포럼에 오신 것을 환영합니다. 이 포럼은 Wwise와 Strata 사용자들이 서로 도움을 주는 곳입니다. Audiokinetic의 직접적인 도움을 얻으려면 지원 티켓 페이지를 사용하세요. 버그를 보고하려면 Audiokinetic 런처에서 Bug Report 옵션을 사용하세요. (Q&A 포럼에 제출된 버그 보고는 거절됩니다. 전용 Bug Report 시스템을 사용하면 보고 내용이 담당자에게 정확히 전달되어 문제 해결 가능성이 크게 높아집니다.)<segment 6493>

빠르고 정확한 답변을 얻으려면 질문을 올릴 때 다음 팁을 참고하세요.

  • 구체적인 내용을 적어주세요: 무엇을 하려는지, 혹은 어떤 특정 문제에 부딪혔는지 설명하세요.
  • 핵심 정보를 포함하세요: Wwise와 게임 엔진 버전, 운영체제 등 관련 정보를 함께 제공하세요.
  • 시도한 방법들을 알려주세요: 문제 해결을 위해 이미 어떤 단계를 시도해봤는지 설명해주세요.
  • 객관적인 사실에 초점을 맞추세요: 문제의 기술적 사실을 중심으로 설명하세요. 문제에 집중할수록 다른 사람들이 더 빠르게 해결책을 찾을 수 있습니다.

+5 투표

Hi,

I was attempting to integrate wwise into a Unity project using Unity 2019.3.  I'm using Wwise 2019.2.0 build 7216.  Everything was going smoothly until I started testing in levels.  There are some levels where after testing in the editor, Wwise hangs and completely locks up Unity.  Looking at the call stack, it's here:

AkSoundEngine:ClearBanks ()+0x1 at D:\projects\XXX\Assets\Wwise\Deployment\API\Generated\Windows\AkSoundEngine_Windows.cs:[530:41-530:99]

AKRESULT AkSoundEngine:ClearBanks ()+0x1 at D:\projects\xxx\Assets\Wwise\Deployment\API\Generated\Windows\AkSoundEngine_Windows.cs:[530:41-530:99]

Void AkWwiseInitializationSettings:TerminateSoundEngine ()+0x18 at D:\projects\xxx\Assets\Wwise\Deployment\API\Handwritten\Common\AkWwiseInitializationSettings.cs:[385:3-385:30]

Void AkSoundEngineController:Terminate ()+0x17 at D:\projects\xxx\Assets\Wwise\Deployment\Components\AkSoundEngineController.cs:[148:3-148:56]

Void AkInitializer:OnApplicationQuit ()+0x15 at D:\projects\xxx\Assets\Wwise\Deployment\Components\AkInitializer.cs:[79:4-79:49]

This is happening 100% of the time on my level, both on OSX and in Windows.  I took a look at the process threads; it looks like the main unity thread may be waiting on thread Thread_193361 which is waiting for some other thread..

2180 Thread_193359
    + 2180 thread_start  (in libsystem_pthread.dylib) + 13  [0x7fff6fae340d]
    +   2180 _pthread_start  (in libsystem_pthread.dylib) + 66  [0x7fff6fae7249]
    +     2180 _pthread_body  (in libsystem_pthread.dylib) + 126  [0x7fff6fae42eb]
    +       2180 AK::StreamMgr::CAkIOThread::IOSchedThread(void*)  (in AkSoundEngine) + 75  [0x21753057b]
    +         2180 _pthread_cond_wait  (in libsystem_pthread.dylib) + 722  [0x7fff6fae756e]
    +           2180 __psynch_cvwait  (in libsystem_kernel.dylib) + 10  [0x7fff6fa28866]

    2180 Thread_193361
    + 2180 thread_start  (in libsystem_pthread.dylib) + 13  [0x7fff6fae340d]
    +   2180 _pthread_start  (in libsystem_pthread.dylib) + 66  [0x7fff6fae7249]
    +     2180 _pthread_body  (in libsystem_pthread.dylib) + 126  [0x7fff6fae42eb]
    +       2180 CAkThreadedBankMgr::BankThreadFunc(void*)  (in AkSoundEngine) + 56  [0x217651168]
    +         2180 CAkThreadedBankMgr::ExecuteCommand()  (in AkSoundEngine) + 227  [0x2176512e3]
    +           2180 CAkBankMgr::ExecuteCommand(CAkBankMgr::AkBankQueueItem&)  (in AkSoundEngine) + 661  [0x21759a385]
    +             2180 CAkBankMgr::ClearBanksInternal(CAkBankMgr::AkBankQueueItem)  (in AkSoundEngine) + 461  [0x21759b45d]
    +               2180 CAkBankMgr::KillSlotSync(CAkUsageSlot*)  (in AkSoundEngine) + 102  [0x21759e526]
    +                 2180 semaphore_wait_trap  (in libsystem_kernel.dylib) + 10  [0x7fff6fa25256]
    2180 Thread_193362
    + 2180 thread_start  (in libsystem_pthread.dylib) + 13  [0x7fff6fae340d]
    +   2180 _pthread_start  (in libsystem_pthread.dylib) + 66  [0x7fff6fae7249]
    +     2180 _pthread_body  (in libsystem_pthread.dylib) + 126  [0x7fff6fae42eb]
    +       2180 CAkOutputMgr::SuspendedThread(void*)  (in AkSoundEngine) + 59  [0x2175ef6fb]
    +         2180 semaphore_wait_trap  (in libsystem_kernel.dylib) + 10  [0x7fff6fa25256]
    2180 Thread_193363
    + 2180 thread_start  (in libsystem_pthread.dylib) + 13  [0x7fff6fae340d]
    +   2180 _pthread_start  (in libsystem_pthread.dylib) + 66  [0x7fff6fae7249]
    +     2180 _pthread_body  (in libsystem_pthread.dylib) + 126  [0x7fff6fae42eb]
    +       2180 CAkAudioThread::EventMgrThreadFunc(void*)  (in AkSoundEngine) + 56  [0x217658be8]
    +         2180 CAkAudioMgr::Perform()  (in AkSoundEngine) + 1069  [0x21758ee7d]
    +           2180 CAkURenderer::PerformContextNotif()  (in AkSoundEngine) + 234  [0x21765483a]
    +             2180 CAkPBI::Term(bool)  (in AkSoundEngine) + 231  [0x2175f2687]
    +               2180 CAkPlayingMgr::CheckRemovePlayingID(unsigned int, CAkPlayingMgr::PlayingMgrItem*)  (in AkSoundEngine) + 536  [0x217609208]
    +                 2180 AkCallbackSerializer::EventCallback(AkCallbackType, AkCallbackInfo*)  (in AkSoundEngine) + 302  [0x2174a8dee]
    +                   2180 AkSerializedEventCallbackInfo* AllocNewStruct<AkSerializedEventCallbackInfo>(bool, void*, unsigned int, unsigned int)  (in AkSoundEngine) + 243  [0x2174a92a3]
    +                     2180 semaphore_wait_trap  (in libsystem_kernel.dylib) + 10  [0x7fff6fa25256]

 

I'm not sure what to do from here.  Any help?

thanks,

sam

 

General Discussion Sam c. (160 포인트) 로 부터

I'm still getting the same error with 2019.2.7.7402.1888.
It usually happens when the game is running and code is changed, forcing the engine to recompile. It hangs in the ResetSoundEngine call at ClearBanks ()

This is still an issue in Wwise 2023.1.9.8471.3062 and Unity 2022.3.21f1. It happens sometimes for some developers (and then it happens a lot)
It also happens when entering Play-mode

Stack trace
AkSoundEngine.ClearBanks()
AkSoundEngineInitialization.ClearBanks()
AkSoundEngineInitialization.ResetSoundEngine()
AkSoundEngineController.Init()
AkInitializer.OnEnable()
Same exact thing on Unity 2023.2.11f1, Wwise 2023.1.1.8417

1 답변

+1 투표
Definitely still an issue in 2020.2, happens when exiting play mode roughly 20% of the time for me. Forces me to terminate the Unity process and restart the Editor. Extremely annoying.
Reinier V. (170 포인트) 로 부터
This is still an issue in Wwise 2023.1.9.8471.3062 and Unity 2022.3.21f1. It happens sometimes for some developers (and then it happens a lot)
It also happens when entering Play-mode

Stack trace
AkSoundEngine.ClearBanks()
AkSoundEngineInitialization.ClearBanks()
AkSoundEngineInitialization.ResetSoundEngine()
AkSoundEngineController.Init()
AkInitializer.OnEnable()
Can confirm this is still happening. I've "solved" it by disabling automatic bank clearing in AKSoundEngineInitialization

```

    protected virtual void ClearBanks()
    {
        // AkSoundEngine.ClearBanks();
    }
```
...