社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

0 投票
Unreal engine hangs after requesting unloading streaming sub level that contains UAkAudioEvents

most of crashes has similar call stacks like below

and we've tested with some of features off like "Split Switch Container Media", but failed to fix it

and how could we access AK::SoundEngine::UnloadBank or CAkThreadedBankMgr::WaitForSyncOp implementation codes.

just Installing Wwise doesn't help for us to access above those codes (only header files we found)

please give us some advice

 

  ntdll.dll!00007ffa3753f6f4() Unknown

  KERNELBASE.dll!00007ffa335c45c3() Unknown

  [Inline Frame] ProjD-Win64-DebugGame.exe!AKPLATFORM::AkWaitForEvent(void * &) Line 139 C++

  [Inline Frame] ProjD-Win64-DebugGame.exe!AK::SoundEngine::AkSyncCaller::Wait(AKRESULT) Line 68 C++

  ProjD-Win64-DebugGame.exe!CAkThreadedBankMgr::WaitForSyncOp(AK::SoundEngine::AkSyncCaller & in_syncLoader, AKRESULT in_eResult) Line 177 C++

  ProjD-Win64-DebugGame.exe!AK::SoundEngine::UnloadBank(unsigned long in_bankID, const void * in_pInMemoryBankPtr) Line 4333 C++

> ProjD-Win64-DebugGame.exe!FAkAudioDevice::UnloadBankFromMemory(unsigned long in_bankID, const void * in_memoryPtr) Line 1021 C++

  ProjD-Win64-DebugGame.exe!UAkAssetData::Unload() Line 34 C++

  ProjD-Win64-DebugGame.exe!UAkAssetDataWithMedia::Unload() Line 68 C++

  ProjD-Win64-DebugGame.exe!UAkAssetDataSwitchContainer::Unload() Line 75 C++

  ProjD-Win64-DebugGame.exe!UAkAssetBase::Unload() Line 151 C++

  ProjD-Win64-DebugGame.exe!UAkAudioEvent::Unload() Line 364 C++

  ProjD-Win64-DebugGame.exe!UAkAssetBase::BeginDestroy() Line 135 C++

  ProjD-Win64-DebugGame.exe!UObject::ConditionalBeginDestroy() Line 983 C++

  ProjD-Win64-DebugGame.exe!UnhashUnreachableObjects(bool bUseTimeLimit, float TimeLimit) Line 1954 C++

  ProjD-Win64-DebugGame.exe!CollectGarbageInternal(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 1895 C++

  ProjD-Win64-DebugGame.exe!TryCollectGarbage(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 2006 C++

  ProjD-Win64-DebugGame.exe!UEngine::ConditionalCollectGarbage() Line 1323 C++

  ProjD-Win64-DebugGame.exe!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1748 C++

  ProjD-Win64-DebugGame.exe!UGameEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1666 C++

  ProjD-Win64-DebugGame.exe!FEngineLoop::Tick() Line 4485 C++

  [Inline Frame] ProjD-Win64-DebugGame.exe!EngineTick() Line 62 C++

  ProjD-Win64-DebugGame.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 173 C++

  ProjD-Win64-DebugGame.exe!GuardedMainWrapper(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 134 C++

  ProjD-Win64-DebugGame.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 263 C++

  [Inline Frame] ProjD-Win64-DebugGame.exe!invoke_main() Line 102 C++

  ProjD-Win64-DebugGame.exe!__scrt_common_main_seh() Line 288 C++
分类:General Discussion | 用户: YoungJun E. (100 分)
May I check if this issue is fixed? We are on 2021.1.4 and is seeing this issue on console at the moment.


- Ding
Could you please contact me if this issue is fixed? Seems we suffered the same problem...

Please sign-in or register to answer this question.

...