We are migrating to PS4 SDK 9.0 and actual Unity 2021.2.8.
So we had to switch to the latest verified FMOD 2.01.11
Development build crushes just from starting
I create simple empty Unity project with single PS4 platform, link it to simple empty FMOD project without any sounds using FMOD wizard. And builded development package crushes at PS4 devkit same way
eboot.bin!FMOD::ChannelGroup::getDSPHead(FMOD::DSP**) + 5 bytes | C++ | |
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eboot.bin!AudioProfiler::CaptureFrame(dynamic_array<AudioProfilerGroupInfo,0ul>& groupData, dynamic_array<AudioProfilerDSPInfo,0ul>& dspData, dynamic_array<AudioProfilerClipInfo,0ul>& clipData, dynamic_array<char,0ul>& names) Line 454 | C++ | |
eboot.bin!profiling::Profiler::EmitGlobalStats() Line 478 | C++ | |
eboot.bin!profiler_flush_counters() Line 347 | C++ | |
eboot.bin!InitPlayerLoopCallbacks::PostLateUpdateProfilerEndFrameRegistrator::Forward() Line 1556 | C++ | |
eboot.bin!ExecutePlayerLoop(NativePlayerLoopSystem* system) Line 383 + 2 bytes | C++ | |
eboot.bin!ExecutePlayerLoop(NativePlayerLoopSystem* system) Line 407 | C++ | |
eboot.bin!PlayerLoop() Line 514 | C++ | |
eboot.bin!UNITY_main(void* __formal0) Line 510 | C++ | |
eboot.bin!main(int argc, const char** argv) Line 954 + 5 bytes | C++ | |
eboot.bin!_start + 63 bytes | C++ |