FMOD crashes build on Meta Quest 2

Hello!

We are trying to fix the following issue related to FMOD that is making our build crash on Meta/Quest 2. (Crash wont happen in Quest 3 btw)

--------- beginning of crash
01-21 15:56:44.364 8165 8377 F libc : Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 in tid 8377 (FMOD Studio upd), pid 8165
:
:
01-21 15:56:45.502 13099 13099 F DEBUG : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0000000000000000
01-21 15:56:45.502 13099 13099 F DEBUG : Cause: null pointer dereference

The crash happens in some levels in our game. We are loading some general banks when starting the game but other specific banks we load/unload them when strating each level. (level music, dialogues, ambiences, etc.)

These are our current versions and settings

FMOD Version: (2.03.06)

Unreal Version: (UE5.5)
Platform: Mobile/Android/Meta Quest

Unreal Engine Project settings:

  • Under UE init settings:

Real Channel Count: 64
Total Channel Count: 512
All buffer settings are by default

  • Under Memory Pool Sizes:**
    Mobile: 125829120 (125 MB)
  • Under Platform setting /Mobile in UE:

Real Channel Count: 64
Sample Rate: 22050
Speaker Mode: Stereo
Output type: TYPE OPENSL
Custom Pool size: 125829120 (125 MB)

Also adding a screenshot for our Mobile/androind settings in FMOD Project:

Do you have any hints?

We really appreciate your help.

Resolved via email discussion. This was due to dereferencing a null pointer in client code.

We don’t have any known segfaults (SIGSEGV) on Quest 2, and there isn’t enough information in these sorts of crash tombstones for us to go off unfortunately- but for anyone encountering similar issues in the future, you can get a better call stack by making a Debug build and enabling FMOD’s internal logging: