Audiokinetic's Community Q&A is the forum where users can ask and answer questions within the Wwise and Strata communities. If you would like to get an answer from Audiokinetic's Technical support team, make sure you use the Support Tickets page.

Deadlock UE4.15 when using pak games

0 votes
Hi,

We've just switch to UE4.15 and in a dev packaged build using pak files we have a deadlock coming from the wwise plugin integration.

 

This is what I can see:

in CAkUnrealIOHookDeferred::Read the wwise critical section is locked. in the same function we start a read request in IORequestHandle->ReadRequest which will then lock the cache critical section. On a secon thread we receive a a read complete callback which will lock the cache crtical section and call the lambda... which want a lock on wwise critical section.

And here is the dead lock.

Has anyone seen that? Any fix on the way?

 Edit: actually it looks like the issue is also happening with the other operation such as close or cancel with the same behavior.

Cheers

 

Olivier
asked Apr 28, 2017 in General Discussion by Olivier G. (100 points)
edited May 2, 2017 by Olivier G.

1 Answer

0 votes

Hi,

I think we have seen a similar issue. I have only paused when the engine has gone stalemate, and then it's waiting in SoundEngine::LoadBank on the main thread and in FPakPrecacher::QueueRequest on the thread IOSchedThread.


For us it was temporarily resolved by disabled the new "Event Driven Loader" that comes enabled with 4.15. You can find this in Settings > Project Settings > Streaming > Event Driven Loader Enabled and uncheck that checkbox

I hope this helps you in the wait for 2016.2.4

Cheers,
Markus

answered May 8, 2017 by Markus R. (350 points)
...