# Adding FMOD AudioComponent to BP crashes editor on compile

**URL:** https://qa.fmod.com/t/adding-fmod-audiocomponent-to-bp-crashes-editor-on-compile/13454
**Category:** Unreal Engine
**Created:** [September 21, 2017, 3:05pm UTC](https://qa.fmod.com/t/adding-fmod-audiocomponent-to-bp-crashes-editor-on-compile/13454 "2017-09-21T15:05:19Z")
**Posts on this page:** 7
**Page:** 1

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### Author: ![benvlodgi](https://avatars.discourse-cdn.com/v4/letter/b/ed8c4c/32.png) [@benvlodgi](https://qa.fmod.com/u/benvlodgi)
#### Post date: [September 21, 2017, 3:05pm UTC](https://qa.fmod.com/t/adding-fmod-audiocomponent-to-bp-crashes-editor-on-compile/13454/1 "2017-09-21T15:05:19Z")

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UE4.17.1  
FMODStudio01.10.00

I created an event PedestalButton\_Press, and added a wav to it.  
I built the project and opened it in my Unreal Project.  
Playing the Event in editor works  
Placing the Event in the world works, and I can trigger it with no problems  
But, if I add the Event to a BP and compile the BP, the editor crashes.

Crash Report: [https://pastebin.com/yLNtQAL5](https://pastebin.com/yLNtQAL5)  
Crash Log: [https://pastebin.com/zxAbW44d](https://pastebin.com/zxAbW44d)

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### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [September 21, 2017, 11:56pm UTC](https://qa.fmod.com/t/adding-fmod-audiocomponent-to-bp-crashes-editor-on-compile/13454/2 "2017-09-21T23:56:12Z")

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Can you have a look at the crash logs to see if there may be some information there:  
[https://wiki.unrealengine.com/Locating\_Project\_Logs](https://wiki.unrealengine.com/Locating_Project_Logs)

If you’re not sure, feel free to send the logs to [support@fmod.com](mailto:support@fmod.com) and I can have a look.

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<div class="post-metadata">

### Author: ![benvlodgi](https://avatars.discourse-cdn.com/v4/letter/b/ed8c4c/32.png) [@benvlodgi](https://qa.fmod.com/u/benvlodgi)
#### Post date: [September 22, 2017, 12:35am UTC](https://qa.fmod.com/t/adding-fmod-audiocomponent-to-bp-crashes-editor-on-compile/13454/3 "2017-09-22T00:35:20Z")

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> [@](#):
>
> Can you have a look at the crash logs to see if there may be some information there:  
> [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums](https://wiki.unrealengine.com/Locating_Project_Logs)
> 
> If you’re not sure, feel free to send the logs to [support@fmod.com](mailto:support@fmod.com) and I can have a look.

Updated Question with links to Crash Report & Log

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<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [September 22, 2017, 12:44am UTC](https://qa.fmod.com/t/adding-fmod-audiocomponent-to-bp-crashes-editor-on-compile/13454/4 "2017-09-22T00:44:43Z")

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Thanks, are you able create a new empty project with FMOD and see if that works? I can’t see anything in the logs pointing to FMOD.

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<div class="post-metadata">

### Author: ![benvlodgi](https://avatars.discourse-cdn.com/v4/letter/b/ed8c4c/32.png) [@benvlodgi](https://qa.fmod.com/u/benvlodgi)
#### Post date: [September 22, 2017, 2:22am UTC](https://qa.fmod.com/t/adding-fmod-audiocomponent-to-bp-crashes-editor-on-compile/13454/5 "2017-09-22T02:22:32Z")

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I created a blank project and copied my FMOD content over. I was able to add the same AudioComponent to a BP and it compiled fine. But I’ve still not been able to avoid the crash in my main project.

As far as the crash log, it looks like the error happens here…

BlueprintLog: New page: Compile PedestalButton  
LogFMOD: Warning: f:\jk\workspace\1.10\_UE4.17\_Win64\lowlevel\_api\platforms\win\src\fmod\_output\_wasapi.cpp(531) - Starvation detected in WASAPI output buffer!

LogFMOD: Warning: f:\jk\workspace\1.10\_UE4.17\_Win64\lowlevel\_api\platforms\win\src\fmod\_output\_wasapi.cpp(531) - Starvation detected in WASAPI output buffer!

LogWindows: Error: === Critical error: ===  
LogWindows: Error:  
LogWindows: Error: Fatal error!  
LogWindows: Error:  
LogWindows: Error: Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0x00000072  
LogWindows: Error:  
LogWindows: Error: UE4Editor-Core.dll!rml::internal::Block::findObjectSize()

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<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [September 22, 2017, 2:35am UTC](https://qa.fmod.com/t/adding-fmod-audiocomponent-to-bp-crashes-editor-on-compile/13454/6 "2017-09-22T02:35:59Z")

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The “Starvation detected in WASAPI output buffer!” warnings won’t be what’s causing this. WASAPI is the output mode used on Windows, that particular output mode has special code which checks if FMOD managed to mix a whole block before the Windows requested a block. If this spams in the log then it is a cause for worry, but not a crash anyway.

It sounds like there may be something wrong with the project, you should be able to migrate your existing project content to a new project.

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<div class="post-metadata">

### Author: ![benvlodgi](https://avatars.discourse-cdn.com/v4/letter/b/ed8c4c/32.png) [@benvlodgi](https://qa.fmod.com/u/benvlodgi)
#### Post date: [September 22, 2017, 3:46am UTC](https://qa.fmod.com/t/adding-fmod-audiocomponent-to-bp-crashes-editor-on-compile/13454/7 "2017-09-22T03:46:36Z")

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I just attempted to add the Event to a new blank BP in my current project, and it worked fine.  
But I still can’t add it to my existing BP, which is not very complex.

Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0x00000072

Looks like a null pointer exception, and since its happening in the Editor Core I can’t see that code. I’m assuming that it’s calling findObjectSize() on the AudioComponent, and its failing. But that is a guess.
