Crash in fmodstudioL on Windows 64bit IL2CPP build

Hi,

Recently we’ve been having a lot of random crashes caused by FMOD in our game (Unity 6000.0.62f1, FMOD 2.03.10). It’s all coming from fmodstudioL. I don’t know if I should report this as a bug or ask for debug symbols to see if it’s something from our side. Here’s the stack trace of the crash we’re getting:

0x00007FFCBE7F6BB7 (fmodstudioL) FMOD::SystemI::validate
0x00007FFCBE756578 (fmodstudioL) FMOD::DSPConnection::setUserData
0x00007FFCBE78612A (fmodstudioL) FMOD::DSPConnection::setUserData
0x00007FFCBE78EDC8 (fmodstudioL) FMOD::DSPConnection::setUserData
0x00007FFCBE78C6B5 (fmodstudioL) FMOD::DSPConnection::setUserData
0x00007FFCBE7B7D32 (fmodstudioL) FMOD_Thread_SetAttributes
0x00007FFCBE7B774E (fmodstudioL) FMOD_Thread_SetAttributes
0x00007FFCBE7B739A (fmodstudioL) FMOD_Thread_SetAttributes
0x00007FFCBE7C31C1 (fmodstudioL) FMOD_OS_Time_Sleep
0x00007FFCBE7B3621 (fmodstudioL) FMOD_OS_Debug_Output
0x00007FFCBE7BD9EE (fmodstudioL) FMOD_Thread_SetAttributes
0x00007FFCBE84F728 (fmodstudioL) FMOD::SystemI::createMemoryFile
0x00007FFD1F217374 (KERNEL32) BaseThreadInitThunk
0x00007FFD20F9CC91 (ntdll) RtlUserThreadStart

I can send you the crash dump if it helps.

Ok, I’m gonna add that this seems to also cause Unity Editor to crash too:

0x00007FF9218E6BB7 (fmodstudioL) FMOD::SystemI::validate
0x00007FF921846578 (fmodstudioL) FMOD::DSPConnection::setUserData
0x00007FF92187612A (fmodstudioL) FMOD::DSPConnection::setUserData
0x00007FF92187EDC8 (fmodstudioL) FMOD::DSPConnection::setUserData
0x00007FF92187C6B5 (fmodstudioL) FMOD::DSPConnection::setUserData
0x00007FF9218A7D32 (fmodstudioL) FMOD_Thread_SetAttributes
0x00007FF9218A774E (fmodstudioL) FMOD_Thread_SetAttributes
0x00007FF9218A739A (fmodstudioL) FMOD_Thread_SetAttributes
0x00007FF9218B31C1 (fmodstudioL) FMOD_OS_Time_Sleep
0x00007FF9218A3621 (fmodstudioL) FMOD_OS_Debug_Output
0x00007FF9218AD9EE (fmodstudioL) FMOD_Thread_SetAttributes
0x00007FF92193F728 (fmodstudioL) FMOD::SystemI::createMemoryFile
0x00007FF9EDBE7374 (KERNEL32) BaseThreadInitThunk
0x00007FF9EF57CC91 (ntdll) RtlUserThreadStart

Hi!

Based on the crash dump you sent through to us by email, I suspect this likely is a bug we’d want to look into. However, I’d need a crash dump with full memory in order to actually look into the crash in more detail. You can upload a full crash dump to the uploads tab of your FMOD user profile, which is only accessible by yourself and FMOD staff.

Additionally, if I get you to set FMOD’s logging level set to log and enable API error logging, and share a log with me in which the issue occurs, that’d be great!

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How do I make the game to make a full crash dump? I can’t find anything about this for Unity.

If you attach Visual Studio’s debugger to the il2cpp build with debugging enabled and reproduce the crash, you should be able to save a “Minidump with Heap” from Debug → Save Dump As. Otherwise, you may be able to set a dotnet environment variable, or use a different dump tool like dotnet-dump. Take a look at the “Dumps” page in the .NET docs for more info.

I just got a crash in Unity editor, the Procdump generated 2 dump files that I uploaded to upload tab. I had the API error logging enabled and logging level was set to Log. Also included the log and crash dump created by Unity.

More crashes, I uploaded the files. This time it’s a hug file, hopefully a full dump.

Thanks for your patience!

This crash appears to be related to the use of the delay effect, potentially caused by the effect being reset while the buffer used to store the delay signal is being reallocated. I’ll be looking into the crash further to pass onto the development to fix up, but for the time being, are you automating/modulating the delay time on any delay effects at the time of the crash, or in general? If so, I’d recommend disabling those events/effects and seeing whether that makes any difference to the frequency of crashes.

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I asked our sound engineer about the delay effect; apparently we only use it in one of our levels but not the ones that crash.