Hello there
Goal:
I am building a UE5 app where maps comprise areas of differing reverb.
Players can navigate these areas to hear the impact the various reverbs have on sounds.
These sounds include:
- AmbientSounds in the map
- Sound Waves triggered from the UI
- Mic recording from their device
Issue:
The goal is achieved - all areas of reverb work as intended and sound great.
Mic functionality is very cool, especially on Ipad - very happy client.
However, sometimes ALL sounds will just completely stop working - sad me, sad client.
This is true when playing the packaged application, in the editor and/or the Content Browser.
Sometimes they do start working again, although its unclear why.
STR:
The same steps do not always produce the same results.
To summarise the main sequence I’ve repeated and instances of variance:
1 - Launch UE
2 - Play any sound in Content Browser - Sound works 10/10 times
3 - Open (not launch, just open) Test Map 001
4 - Play any sound in Content Browser - Sound works 8/10 times
5 - Launch Test Map 001 - Sound works 10/10 times
6 - Exit Test Map 001
7 - Play any sound in Content Browser - Sound works 1/10 times
8 - Launch Test Map 001 - Sound works 9/10 times
9 - Exit Test Map 001
10 - Open Test Map 002
11 - Play any sound in Content Browser - Sound works 0/10 times
12 - Launch Test Map 002 - Sound works 0/10 times
13 - Exit Test Map 002
14 - Open Test Map 001
15 - Launch Test Map 001 - Sound works 0/10 times
16 - Exit Test Map 001
17 - Play any sound in Content Browser - Sound works 0/10 times
18 - Launch Test Map 001 - Sound works 10/10 times
19 - Exit Test Map 001
20 - Play any sound in Content Browser - Sound works 4/10 times
*
Observations:
It seems that once I open and launch any map, ‘something’ gets triggered which blocks sound from being subsequently played in the Content Browser or any other map.
Sometimes I manage to ‘trick it’ into working again by just opening, launching, exiting (repeat) a ton of different maps but it appears to be random when the sounds start working again.
*
Setup:
In FMOD I have a Master Bus with a UI_AudioLink group that has AudioLink_Input inside it.
AudioLink_Input comprises a programmer instrument that is set to ASYNC True and Loop True, and has a loop region applied to it.
Within the Master Bus (but outside the UI_AudioLink group) is a list of returns.
Each return has a convolution Reverb applied to it using a manually created IR.
I then have a series of Snapshots where each mutes all but one of thoes Returns, ensuring only one IR is active at a time.
Snapshots are assigned to Audio Volumes in UE5.
I have a sound submix (SM_UI_AudioLink) that has ‘Send to Audio Link’ checked.
The submixes use an FMOD AudioLink Settings file that has ‘AudioLink_Input’ assigned to its Link Event.
Versions:
UE 5.7.4
FMOD Studio 2.02.35 (this was the most stable recent version - later ones crashed on startup)
FMOD Studio Integration Plugin 2.03.14
Tests:
- If I disable FMODAudio Link Enabled - the problem goes away, but so too do reverbs… obviously.
- If I enter ‘log LogFMODAudioLink Verbose’ into the command line and then attempt to launch any map, the editor will freeze and crash (log at the end of this message).
- I saw this message when exiting one of my maps that I thought might be relevant: LogFMOD: Warning: C:\buildagent2\work\c1c3f17eb167c494\studio_api\src\fmod_playback_event.cpp(2939) - Event instance has programmer sounds pending release, update thread will be blocked until programmer sounds are released.
Questions:
- Does this behaviour suggest a known issue with FMOD Audio Link’s lifecycle or its interaction with Unreal’s editor audio devices when maps are opened or launched?
- Could the Event programmer sounds pending release warning indicate a programmer-sound release or callback issue in this Audio Link setup?
- Is there a known issue in FMOD Integration 2.03.14 that could explain the FFMODAudioLinkSourcePushed access violation?
- Are there any recommended diagnostic steps or known fixes that would let me investigate this without repeatedly enabling verbose logging and crashing the editor?
Other info:
This is my first time using FMOD so it’s entirely possible/expected that I’ve missed something painfully obvious, or that I’ve done something stupid with my setup.
Likewise, I expect that not being on the latest version maybe contributing to the issue but as this version combo was the only one I was able to get up and running with (and does fundemtanlly work, when the sounds arent disappearing), I’ve been loathe to repeat the whole setup incase it doesnt fix the issue and I risk breaking something that does work in my project.
Log:
Cmd: MAP LOAD FILE=“E:/Lab/SoundProject/Content/Maps/Public/IR/LSP_SoundIR_Test_003_002.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=4
LogWorld: UWorld::CleanupWorld for Untitled_1, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogWorldPartition: UWorldPartition::Uninitialize : World = /Temp/Untitled_1.Untitled_1
LogAudio: Display: Audio Device unregistered from world ‘None’.
LogUObjectHash: Compacting FUObjectHashTables data took 0.39ms
LogStreaming: Display: FlushAsyncLoading(551): 1 QueuedPackages, 0 AsyncPackages
LogAudioMixer: Display: Registering submix SoundSubmix /Game/Core/Sound/SM_UI_AudioLink.SM_UI_AudioLink.
LogFMODAudioLink: Verbose: FFMODAudioLinkFactory::CreateSubmixAudioLink: Creating AudioLink AL_UI_Settings for Submix SM_UI_AudioLink.
LogAudioMixer: Display: Sending SubmixBufferListener ‘IAudioLinkFactory:FMOD’ register command…
LogAudioMixer: Display: Submix buffer listener ‘IAudioLinkFactory:FMOD’ registered with submix ‘MasterSubmixDefault’
LogAudio: Display: Audio Device (ID: 1) registered with world ‘LSP_SoundIR_Test_003_002’.
LogChaosDD: Creating Chaos Debug Draw Scene for world LSP_SoundIR_Test_003_002
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogUObjectHash: Compacting FUObjectHashTables data took 0.38ms
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.045ms to complete.
LogFMODAudioLink: Verbose: FFMODAudioLinkInputClient::Start: SelfSP = 0000026A6DA500A8, LinkEvent = AudioLink_Input, InComponent = 0000026A6DA500E8.
LogRenderer: Recreating Persistent SBTs due to initializer changes:
NumShaderSlotsPerGeometrySegment changed: current: 1 - new: 2
NumGeometrySegments changed: current: 0 - new: 512
LogFMODAudioLink: Verbose: Sound Created: SM_UI_AudioLink , Consumer = 0000026A884E6410.
Play sound in browser - fatal crash:
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000018
0x0000026a01f3b022 UnrealEditor-FMODStudio.dll!FFMODAudioLinkSourcePushed::FFMODAudioLinkSourcePushed() [D:\BuildAgent1\work\c1c3f17eb167c494\build\staging\FMODStudio\HostProject\Plugins\FMODStudio\Source\FMODAudioLink\Private\FMODAudioLinkSourcePushed.cpp:42]
0x0000026a01f48e0d UnrealEditor-FMODStudio.dll!FFMODAudioLinkFactory::CreateSourcePushedAudioLink() [D:\BuildAgent1\work\c1c3f17eb167c494\build\staging\FMODStudio\HostProject\Plugins\FMODStudio\Source\FMODAudioLink\Private\FMODAudioLinkFactory.cpp:206]
0x00007ffce1fc752e UnrealEditor-AudioMixer.dll!UnknownFunction []
0x00007ffcc9cd6769 UnrealEditor-Engine.dll!UnknownFunction []
0x00007ffcc9cdf58e UnrealEditor-Engine.dll!UnknownFunction []
0x00007ffcc9cb7dc4 UnrealEditor-Engine.dll!UnknownFunction []
0x00007ffcc9ce0340 UnrealEditor-Engine.dll!UnknownFunction []
0x00007ffcc6678bd1 UnrealEditor-UnrealEd.dll!UnknownFunction []
0x00007ffcc71ce396 UnrealEditor-UnrealEd.dll!UnknownFunction []
0x00007ff786664da6 UnrealEditor.exe!UnknownFunction []
0x00007ff786680bfe UnrealEditor.exe!UnknownFunction []
0x00007ff786680d0a UnrealEditor.exe!UnknownFunction []
0x00007ff786684590 UnrealEditor.exe!UnknownFunction []
0x00007ff786695be4 UnrealEditor.exe!UnknownFunction []
0x00007ff786698f9a UnrealEditor.exe!UnknownFunction []
0x00007ffe51cddda7 KERNEL32.DLL!UnknownFunction []