Crashes in UE5 FMod - "MAGIC_WORD" error

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Hello,

We’re having regular hard crashes in editor with the error referencing MAGICWORD within Fmod, which begin after multiple PIE sessions have been started.
We are using:
UE 5.6
FMOD build version 2.03.13
DLL Version 2.03.13

Crashes can occur on play or on level load, last error is often loading a bank. Attempted fixes have been updating the FMOD plugin version, rebuilding all banks, and removing volume based audio that may have been attempting to play too early with no avail.

We’re also only using unreal’s fmod components and actors, we never load or unload a bank manually, and it’s set to load all banks in the project settings

Below is the log we get when the crash happens.

Any help, guidance or direction into what’s going on here and how we can potentially fix it would be greatly appreciated.

Error LogFMOD C:\buildagent1\work\c1c3f17eb167c494\studio_api\src\fmod_model_base.h(37) - assertion: ‘mMagic == MAGIC_WORD’ failed
Verbose LogFMOD FFMODFileSystem::OpenInternal opening ‘../../../Project/Content/FMOD/Desktop/room.bank’ returned archive 000001DDF5830A00
Verbose LogFMOD TotalSize = 3996352

Hi!

Thanks for all the info. If possible, could I get you to provide a full callstack for the assert? A full log with API Error Logging enabled and the Logging Level set to LEVEL_LOG would also be great. You can upload these to the Uploads tab of your FMOD User profile.

Hey Leah, we’re under heavy NDA for this project, so I can’t send over a full callstack or log without compromising that. Do you have any other alternatives for how we can get info to you? The error log I posted in the original message is the last / only FMod line we hit in the full log if that helps

I will see what I can do! That said, if you can censor the relevant parts of the log/callstack, and/or if the crash dump doesn’t have any problematic symbols/name, having access to them would be invaluable.

Can I get you to confirm that by rebuilding all banks, you have completely deleted and rebuilt your banks, and allowed UE to refresh them? We’ve run into a similar MAGIC_WORD issue when there’s a mismatch between metadata in the master bank and other banks, so I just need to be sure.

Our current full log is around 200,000 lines long so we’re trying to find the important parts for you.
Is there any particular part of the log you’re after?
The call stack when we crash is the error message in the original message, we don’t get anything else in the callstack relating to FMOD at that time.

we have rebuilt the banks but haven’t tried completely deleting and rebuilding yet so we’ll give that a go and update if it has any affect.

we’ve also tried turning off “enable live updates” which I saw in another post but that has no effect either

Any other FMOD warnings or errors would be great. Also, any logs that occur close to or just before the MAGIC_WORD error.

Disabling live update may not have any immediate effect, but may stop the issue I mentioned regarding bank metadata mismatches, which could occur if something goes wrong when changes are hotswapped from Studio to the UE project via Live Update. That said, yes, absolutely keep me posted on whether this and completely rebuilding banks has any effect.