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What is the best practices to do a Wwise cleanup before or upon closing the game?

0 votes

We are using unreal wwise integration, and we met a problem recent days:

For the packaged verson of game, let's say Game.exe, when we click the exit button in Game.exe, it will call a UE's default "QuitGame" BP node to do closing. And we find that UI and viewport of Game.exe is disappeared, but the exe process is still run in background.

I attached visual studio debugger to that Game.exe to see what happed in it, it reflects that the GameThread is stucked at "FWwiseResourceLoader::UnloadEvent", and the event under unloading seems just normal. But mostly it was a DurationType="Infinite" event.

part of the thread stack I listed here:

xxx(number of an address)

xxx(number of an address)

FEventWin::Wait

FEvent::Wait

FFutureState::WaitFor

FFutureBase<>::WaitFor

FFutureBase<>::Wait

FWwiseResourceLoader::UnloadEvent

UAkAudioEvent::UnloadEventData

UObject::ConditionalBeginDestroy

......(Other stacks seems no-relate to wwise)

Does anyone know what happened? Is there anything that we should do before closing the game for wwise? (We tried StopAll, but it doesn't work...)

 
asked Jul 21, 2023 in General Discussion by Yuju S. (150 points)

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