# Crash when attempting to live edit

**URL:** <https://qa.fmod.com/t/crash-when-attempting-to-live-edit/10962>\
**Category:** FMOD Studio\
**Created:** [May 14, 2013, 7:57pm UTC](https://qa.fmod.com/t/crash-when-attempting-to-live-edit/10962 "2013-05-14T19:57:02Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![clevijoki](https://avatars.discourse-cdn.com/v4/letter/c/e0b2c6/32.png) [@clevijoki](https://qa.fmod.com/u/clevijoki)\
**Post date:** [May 14, 2013, 7:57pm UTC](https://qa.fmod.com/t/crash-when-attempting-to-live-edit/10962/1 "2013-05-14T19:57:02Z")

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1. create an empty event

2. built banks, ran game, loaded event description. Playing this event description in this state succeeds, but is silent.

3. connected to the game

4. I modified the event while the game was connected (added a wav file that was on a network location)

5. I then tried triggering it in the game and got this:

> fmodstudioL.dll!FMOD::InstrumentPreloadVisitor::visitWaveformInstrumentModel(FMOD::WaveformInstrumentModel \* instrument) Line 1958 C++  
> fmodstudioL.dll!FMOD::WaveformInstrumentModel::accept(FMOD::InstrumentModelVisitor \* visitor) Line 316 C++  
> fmodstudioL.dll!FMOD::TimelineInstance::preloadSounds() Line 3895 C++  
> fmodstudioL.dll!FMOD::EventInstance::preloadSoundData() Line 5848 C++  
> fmodstudioL.dll!FMOD::Studio::HandleFMOD::Studio::EventDescription::Impl::createInstance(FMOD::Studio::HandleFMOD::Studio::EventInstance::Impl \* \* impl) Line 1425 C++  
> fmodstudioL.dll!FMOD::Studio::EventDescription::createInstance(FMOD::Studio::EventInstance \* instance) Line 2102 C++

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**Author:** ![Guest1](https://avatars.discourse-cdn.com/v4/letter/g/ecccb3/32.png) [@Guest1](https://qa.fmod.com/u/Guest1)\
**Post date:** [May 15, 2013, 5:03am UTC](https://qa.fmod.com/t/crash-when-attempting-to-live-edit/10962/2 "2013-05-15T05:03:02Z")

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Hi clevijoki,

Sending wave files across the network to the game is not supported by the LiveUpdate system. It is planned for the future but we don’t have a firm date yet. It shouldn’t crash so we will fix that, but this isn’t expected to work in the current version.
