LiveUpdate network connection failing constantly even if no profiler is attached

Hello,

I’m not exactly sure of the repro steps yet, but basically, after a couple of times hitting the play button, all the subsequent plays raise an error because the network port for live update is in use. Disabling live update “fixes the issue”, but that’s obviously not a real fix.

We don’t even have the fmod profiler connected or any fmod studio editor instance running. In my case, I only have Unity 2019.2.10 with the Switch as target, Visual Studio 2017 and a couple of programs that don’t use port 10048 afaik.

Log:

Summary

[FMOD] FMOD_OS_Net_Listen : bind failed 10048

0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack
0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack
0x00007FF71B76E835 (Unity) GetStacktrace
0x00007FF71DA893AD (Unity) DebugStringToFile
0x00007FF71CF06A94 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x00007FFC04669A8C (())
0x00007FFC0474627B (())
0x00007FFC04728157 (())
0x00007FFC046DB8F2 (())
0x00007FFC046744FA (())
0x00007FFC045A4DC4 (())
0x00007FFC04573D60 (())
0x00007FFC0462628C (())
0x00007FFC046A8ED1 (())
0x00007FFC046792D7 (())
0x00007FFC047973A3 (())
0x00007FFC0479754A (())
0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk
0x00007FFC6E12A271 (ntdll) RtlUserThreadStart

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[FMOD] AsyncManager::asyncThreadLoop : System::update returned error 43.

0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack
0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack
0x00007FF71B76E835 (Unity) GetStacktrace
0x00007FF71DA893AD (Unity) DebugStringToFile
0x00007FF71CF06A94 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x00007FFC04669A8C (())
0x00007FFC04626400 (())
0x00007FFC046A8ED1 (())
0x00007FFC046792D7 (())
0x00007FFC047973A3 (())
0x00007FFC0479754A (())
0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk
0x00007FFC6E12A271 (ntdll) RtlUserThreadStart

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[FMOD] FMOD_OS_Net_Listen : bind failed 10048

0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack
0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack
0x00007FF71B76E835 (Unity) GetStacktrace
0x00007FF71DA893AD (Unity) DebugStringToFile
0x00007FF71CF06A94 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x00007FFC04669A8C (())
0x00007FFC0474627B (())
0x00007FFC04728157 (())
0x00007FFC046DB8F2 (())
0x00007FFC046744FA (())
0x00007FFC045A4DC4 (())
0x00007FFC04573D60 (())
0x00007FFC0462628C (())
0x00007FFC046A8ED1 (())
0x00007FFC046792D7 (())
0x00007FFC047973A3 (())
0x00007FFC0479754A (())
0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk
0x00007FFC6E12A271 (ntdll) RtlUserThreadStart

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[FMOD] AsyncManager::asyncThreadLoop : System::update returned error 43.

0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack
0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack
0x00007FF71B76E835 (Unity) GetStacktrace
0x00007FF71DA893AD (Unity) DebugStringToFile
0x00007FF71CF06A94 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x00007FFC04669A8C (())
0x00007FFC04626400 (())
0x00007FFC046A8ED1 (())
0x00007FFC046792D7 (())
0x00007FFC047973A3 (())
0x00007FFC0479754A (())
0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk
0x00007FFC6E12A271 (ntdll) RtlUserThreadStart

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[FMOD] Cannot open network port for Live Update (in-use), restarting with Live Update disabled.
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
FMODUnity.RuntimeManager:Initialize() (at Assets\Plugins\FMOD\src\Runtime\RuntimeManager.cs:269)
FMODUnity.RuntimeManager:get_Instance() (at Assets\Plugins\FMOD\src\Runtime\RuntimeManager.cs:104)
FMODUnity.RuntimeManager:PathToGUID(String) (at Assets\Plugins\FMOD\src\Runtime\RuntimeManager.cs:905)
FMODUnity.RuntimeManager:GetEventDescription(String) (at Assets\Plugins\FMOD\src\Runtime\RuntimeManager.cs:991)
FMODUnity.StudioEventEmitter:Lookup() (at Assets\Plugins\FMOD\src\Runtime\StudioEventEmitter.cs:97)
FMODUnity.StudioEventEmitter:Play() (at Assets\Plugins\FMOD\src\Runtime\StudioEventEmitter.cs:124)
FMODUnity.StudioEventEmitter:HandleGameEvent(EmitterGameEvent) (at Assets\Plugins\FMOD\src\Runtime\StudioEventEmitter.cs:87)
FMODUnity.EventHandler:OnEnable() (at Assets\Plugins\FMOD\src\Runtime\EventHandler.cs:11)

(Filename: Assets/Plugins/FMOD/src/Runtime/RuntimeManager.cs Line: 269)

[FMOD] system_release : Failed to call stopRecordCommands during system release (Error code 43)

0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack
0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack
0x00007FF71B76E835 (Unity) GetStacktrace
0x00007FF71DA893AD (Unity) DebugStringToFile
0x00007FF71CF06A94 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x00007FFC04669A8C (())
0x00007FFC045CC85A (())
0x00007FFC045C71C7 (())
0x000002C9A4A8FB6A (Mono JIT Code) (wrapper managed-to-native) FMOD.Studio.System:FMOD_Studio_System_Release (intptr)
0x000002C9A4AAFE2B (Mono JIT Code) [fmod_studio.cs:409] FMOD.Studio.System:release ()
0x000002C9A4AA78BB (Mono JIT Code) [RuntimeManager.cs:271] FMODUnity.RuntimeManager:Initialize ()
0x000002C9A4AA2ADB (Mono JIT Code) [RuntimeManager.cs:104] FMODUnity.RuntimeManager:get_Instance ()
0x000002C9A4AA1F3B (Mono JIT Code) [RuntimeManager.cs:905] FMODUnity.RuntimeManager:PathToGUID (string)
0x000002C9A4AA1983 (Mono JIT Code) [RuntimeManager.cs:991] FMODUnity.RuntimeManager:GetEventDescription (string)
0x000002C9A4AA157B (Mono JIT Code) [StudioEventEmitter.cs:97] FMODUnity.StudioEventEmitter:Lookup ()
0x000002C9A4AA0283 (Mono JIT Code) [StudioEventEmitter.cs:124] FMODUnity.StudioEventEmitter:Play ()
0x000002C9A4A8F953 (Mono JIT Code) [StudioEventEmitter.cs:87] FMODUnity.StudioEventEmitter:HandleGameEvent (FMODUnity.EmitterGameEvent)
0x000002C9A4A8F812 (Mono JIT Code) [EventHandler.cs:11] FMODUnity.EventHandler:OnEnable ()
0x000002C9A4C00CC8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFC0B04C010 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFC0AFD2122 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007FFC0AFDB11F (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
0x00007FF71CE5C842 (Unity) scripting_method_invoke
0x00007FF71CE564F1 (Unity) ScriptingInvocation::Invoke
0x00007FF71CE0F5DB (Unity) MonoBehaviour::CallMethodIfAvailable
0x00007FF71CE0D4AE (Unity) MonoBehaviour::AddToManager
0x00007FF71CE0E01C (Unity) MonoBehaviour::AwakeFromLoad
0x00007FF71B742AC7 (Unity) AwakeFromLoadQueue::InvokePersistentManagerAwake
0x00007FF71B7436E0 (Unity) AwakeFromLoadQueue::PersistentManagerAwakeFromLoad
0x00007FF71C9534E6 (Unity) LoadSceneOperation::CompleteAwakeSequence
0x00007FF71C954265 (Unity) LoadSceneOperation::IntegrateMainThread
0x00007FF71C957BB6 (Unity) PreloadManager::UpdatePreloadingSingleStep
0x00007FF71C95824B (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete
0x00007FF71B4428AD (Unity) EditorSceneManager::RestoreSceneBackups
0x00007FF71AEC9668 (Unity) PlayerLoopController::EnterPlayMode
0x00007FF71AEDC80D (Unity) PlayerLoopController::SetIsPlaying
0x00007FF71AEDF767 (Unity) Application::TickTimer
0x00007FF71B775D50 (Unity) MainMessageLoop
0x00007FF71B77876F (Unity) WinMain
0x00007FF71E424672 (Unity) __scrt_common_main_seh
0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk
0x00007FFC6E12A271 (ntdll) RtlUserThreadStart

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[FMOD] FMOD_OS_Net_Listen : bind failed 10048

0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack
0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack
0x00007FF71B76E835 (Unity) GetStacktrace
0x00007FF71DA893AD (Unity) DebugStringToFile
0x00007FF71CF06A94 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x00007FFC04669A8C (())
0x00007FFC0474627B (())
0x00007FFC04728157 (())
0x00007FFC046DB8F2 (())
0x00007FFC046744FA (())
0x00007FFC045A4DC4 (())
0x00007FFC04573D60 (())
0x00007FFC0462628C (())
0x00007FFC046A8ED1 (())
0x00007FFC046792D7 (())
0x00007FFC047973A3 (())
0x00007FFC0479754A (())
0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk
0x00007FFC6E12A271 (ntdll) RtlUserThreadStart

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[FMOD] system_release : Failed to call flushCommands during system release (Error code 43)

0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack
0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack
0x00007FF71B76E835 (Unity) GetStacktrace
0x00007FF71DA893AD (Unity) DebugStringToFile
0x00007FF71CF06A94 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x00007FFC04669A8C (())
0x00007FFC045CC90A (())
0x00007FFC045C71C7 (())
0x000002C9A4A8FB6A (Mono JIT Code) (wrapper managed-to-native) FMOD.Studio.System:FMOD_Studio_System_Release (intptr)
0x000002C9A4AAFE2B (Mono JIT Code) [fmod_studio.cs:409] FMOD.Studio.System:release ()
0x000002C9A4AA78BB (Mono JIT Code) [RuntimeManager.cs:271] FMODUnity.RuntimeManager:Initialize ()
0x000002C9A4AA2ADB (Mono JIT Code) [RuntimeManager.cs:104] FMODUnity.RuntimeManager:get_Instance ()
0x000002C9A4AA1F3B (Mono JIT Code) [RuntimeManager.cs:905] FMODUnity.RuntimeManager:PathToGUID (string)
0x000002C9A4AA1983 (Mono JIT Code) [RuntimeManager.cs:991] FMODUnity.RuntimeManager:GetEventDescription (string)
0x000002C9A4AA157B (Mono JIT Code) [StudioEventEmitter.cs:97] FMODUnity.StudioEventEmitter:Lookup ()
0x000002C9A4AA0283 (Mono JIT Code) [StudioEventEmitter.cs:124] FMODUnity.StudioEventEmitter:Play ()
0x000002C9A4A8F953 (Mono JIT Code) [StudioEventEmitter.cs:87] FMODUnity.StudioEventEmitter:HandleGameEvent (FMODUnity.EmitterGameEvent)
0x000002C9A4A8F812 (Mono JIT Code) [EventHandler.cs:11] FMODUnity.EventHandler:OnEnable ()
0x000002C9A4C00CC8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFC0B04C010 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFC0AFD2122 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007FFC0AFDB11F (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
0x00007FF71CE5C842 (Unity) scripting_method_invoke
0x00007FF71CE564F1 (Unity) ScriptingInvocation::Invoke
0x00007FF71CE0F5DB (Unity) MonoBehaviour::CallMethodIfAvailable
0x00007FF71CE0D4AE (Unity) MonoBehaviour::AddToManager
0x00007FF71CE0E01C (Unity) MonoBehaviour::AwakeFromLoad
0x00007FF71B742AC7 (Unity) AwakeFromLoadQueue::InvokePersistentManagerAwake
0x00007FF71B7436E0 (Unity) AwakeFromLoadQueue::PersistentManagerAwakeFromLoad
0x00007FF71C9534E6 (Unity) LoadSceneOperation::CompleteAwakeSequence
0x00007FF71C954265 (Unity) LoadSceneOperation::IntegrateMainThread
0x00007FF71C957BB6 (Unity) PreloadManager::UpdatePreloadingSingleStep
0x00007FF71C95824B (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete
0x00007FF71B4428AD (Unity) EditorSceneManager::RestoreSceneBackups
0x00007FF71AEC9668 (Unity) PlayerLoopController::EnterPlayMode
0x00007FF71AEDC80D (Unity) PlayerLoopController::SetIsPlaying
0x00007FF71AEDF767 (Unity) Application::TickTimer
0x00007FF71B775D50 (Unity) MainMessageLoop
0x00007FF71B77876F (Unity) WinMain
0x00007FF71E424672 (Unity) __scrt_common_main_seh
0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk
0x00007FFC6E12A271 (ntdll) RtlUserThreadStart

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[FMOD] AsyncManager::asyncThreadLoop : System::update returned error 43.

0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack
0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack
0x00007FF71B76E835 (Unity) GetStacktrace
0x00007FF71DA893AD (Unity) DebugStringToFile
0x00007FF71CF06A94 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x00007FFC04669A8C (())
0x00007FFC04626400 (())
0x00007FFC046A8ED1 (())
0x00007FFC046792D7 (())
0x00007FFC047973A3 (())
0x00007FFC0479754A (())
0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk
0x00007FFC6E12A271 (ntdll) RtlUserThreadStart

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[FMOD] FMOD_OS_Net_Listen : bind failed 10048

0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack
0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack
0x00007FF71B76E835 (Unity) GetStacktrace
0x00007FF71DA893AD (Unity) DebugStringToFile
0x00007FF71CF06A94 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x00007FFC04669A8C (())
0x00007FFC0474627B (())
0x00007FFC04728157 (())
0x00007FFC046DB8F2 (())
0x00007FFC0467F6A3 (())
0x00007FFC046849BA (())
0x00007FFC0467251A (())
0x00007FFC0453098A (())
0x00007FFC04567622 (())
0x00007FFC045CC914 (())
0x00007FFC045C71C7 (())
0x000002C9A4A8FB6A (Mono JIT Code) (wrapper managed-to-native) FMOD.Studio.System:FMOD_Studio_System_Release (intptr)
0x000002C9A4AAFE2B (Mono JIT Code) [fmod_studio.cs:409] FMOD.Studio.System:release ()
0x000002C9A4AA78BB (Mono JIT Code) [RuntimeManager.cs:271] FMODUnity.RuntimeManager:Initialize ()
0x000002C9A4AA2ADB (Mono JIT Code) [RuntimeManager.cs:104] FMODUnity.RuntimeManager:get_Instance ()
0x000002C9A4AA1F3B (Mono JIT Code) [RuntimeManager.cs:905] FMODUnity.RuntimeManager:PathToGUID (string)
0x000002C9A4AA1983 (Mono JIT Code) [RuntimeManager.cs:991] FMODUnity.RuntimeManager:GetEventDescription (string)
0x000002C9A4AA157B (Mono JIT Code) [StudioEventEmitter.cs:97] FMODUnity.StudioEventEmitter:Lookup ()
0x000002C9A4AA0283 (Mono JIT Code) [StudioEventEmitter.cs:124] FMODUnity.StudioEventEmitter:Play ()
0x000002C9A4A8F953 (Mono JIT Code) [StudioEventEmitter.cs:87] FMODUnity.StudioEventEmitter:HandleGameEvent (FMODUnity.EmitterGameEvent)
0x000002C9A4A8F812 (Mono JIT Code) [EventHandler.cs:11] FMODUnity.EventHandler:OnEnable ()
0x000002C9A4C00CC8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFC0B04C010 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFC0AFD2122 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007FFC0AFDB11F (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
0x00007FF71CE5C842 (Unity) scripting_method_invoke
0x00007FF71CE564F1 (Unity) ScriptingInvocation::Invoke
0x00007FF71CE0F5DB (Unity) MonoBehaviour::CallMethodIfAvailable
0x00007FF71CE0D4AE (Unity) MonoBehaviour::AddToManager
0x00007FF71CE0E01C (Unity) MonoBehaviour::AwakeFromLoad
0x00007FF71B742AC7 (Unity) AwakeFromLoadQueue::InvokePersistentManagerAwake
0x00007FF71B7436E0 (Unity) AwakeFromLoadQueue::PersistentManagerAwakeFromLoad
0x00007FF71C9534E6 (Unity) LoadSceneOperation::CompleteAwakeSequence
0x00007FF71C954265 (Unity) LoadSceneOperation::IntegrateMainThread
0x00007FF71C957BB6 (Unity) PreloadManager::UpdatePreloadingSingleStep
0x00007FF71C95824B (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete
0x00007FF71B4428AD (Unity) EditorSceneManager::RestoreSceneBackups
0x00007FF71AEC9668 (Unity) PlayerLoopController::EnterPlayMode
0x00007FF71AEDC80D (Unity) PlayerLoopController::SetIsPlaying
0x00007FF71AEDF767 (Unity) Application::TickTimer
0x00007FF71B775D50 (Unity) MainMessageLoop
0x00007FF71B77876F (Unity) WinMain
0x00007FF71E424672 (Unity) __scrt_common_main_seh
0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk
0x00007FFC6E12A271 (ntdll) RtlUserThreadStart

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[FMOD] FMOD_OS_Net_Listen : bind failed 10048

0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack
0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack
0x00007FF71B76E835 (Unity) GetStacktrace
0x00007FF71DA893AD (Unity) DebugStringToFile
0x00007FF71CF06A94 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)
0x00007FFC04669A8C (())
0x00007FFC0474627B (())
0x00007FFC04728157 (())
0x00007FFC046DB8F2 (())
0x00007FFC0467F82C (())
0x00007FFC046849BA (())
0x00007FFC0467251A (())
0x00007FFC0453098A (())
0x00007FFC04567622 (())
0x00007FFC045CC914 (())
0x00007FFC045C71C7 (())
0x000002C9A4A8FB6A (Mono JIT Code) (wrapper managed-to-native) FMOD.Studio.System:FMOD_Studio_System_Release (intptr)
0x000002C9A4AAFE2B (Mono JIT Code) [fmod_studio.cs:409] FMOD.Studio.System:release ()
0x000002C9A4AA78BB (Mono JIT Code) [RuntimeManager.cs:271] FMODUnity.RuntimeManager:Initialize ()
0x000002C9A4AA2ADB (Mono JIT Code) [RuntimeManager.cs:104] FMODUnity.RuntimeManager:get_Instance ()
0x000002C9A4AA1F3B (Mono JIT Code) [RuntimeManager.cs:905] FMODUnity.RuntimeManager:PathToGUID (string)
0x000002C9A4AA1983 (Mono JIT Code) [RuntimeManager.cs:991] FMODUnity.RuntimeManager:GetEventDescription (string)
0x000002C9A4AA157B (Mono JIT Code) [StudioEventEmitter.cs:97] FMODUnity.StudioEventEmitter:Lookup ()
0x000002C9A4AA0283 (Mono JIT Code) [StudioEventEmitter.cs:124] FMODUnity.StudioEventEmitter:Play ()
0x000002C9A4A8F953 (Mono JIT Code) [StudioEventEmitter.cs:87] FMODUnity.StudioEventEmitter:HandleGameEvent (FMODUnity.EmitterGameEvent)
0x000002C9A4A8F812 (Mono JIT Code) [EventHandler.cs:11] FMODUnity.EventHandler:OnEnable ()
0x000002C9A4C00CC8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFC0B04C010 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFC0AFD2122 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007FFC0AFDB11F (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
0x00007FF71CE5C842 (Unity) scripting_method_invoke
0x00007FF71CE564F1 (Unity) ScriptingInvocation::Invoke
0x00007FF71CE0F5DB (Unity) MonoBehaviour::CallMethodIfAvailable
0x00007FF71CE0D4AE (Unity) MonoBehaviour::AddToManager
0x00007FF71CE0E01C (Unity) MonoBehaviour::AwakeFromLoad
0x00007FF71B742AC7 (Unity) AwakeFromLoadQueue::InvokePersistentManagerAwake
0x00007FF71B7436E0 (Unity) AwakeFromLoadQueue::PersistentManagerAwakeFromLoad
0x00007FF71C9534E6 (Unity) LoadSceneOperation::CompleteAwakeSequence
0x00007FF71C954265 (Unity) LoadSceneOperation::IntegrateMainThread
0x00007FF71C957BB6 (Unity) PreloadManager::UpdatePreloadingSingleStep
0x00007FF71C95824B (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete
0x00007FF71B4428AD (Unity) EditorSceneManager::RestoreSceneBackups
0x00007FF71AEC9668 (Unity) PlayerLoopController::EnterPlayMode
0x00007FF71AEDC80D (Unity) PlayerLoopController::SetIsPlaying
0x00007FF71AEDF767 (Unity) Application::TickTimer
0x00007FF71B775D50 (Unity) MainMessageLoop
0x00007FF71B77876F (Unity) WinMain
0x00007FF71E424672 (Unity) __scrt_common_main_seh
0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk
0x00007FFC6E12A271 (ntdll) RtlUserThreadStart

What version of the FMOD Unity Integration are you using?

I was using 2.00.04 but I recently upgraded to 2.00.06. I’ll let you know if the problem still happens.

Still happening. Very annoying with error pause turned on…

I have not been able to reproduce that issue here. Each time you play-in-editor do the FMOD memory values, in the Debug window, keep going up?

debug%20window

I am getting the same error after the update (I actually did a fresh install, so no prior settings were kept and just “ported” over).

These are my settings in the inspector:

Curiously the errors are gone after a restart, but I still got them on video (albeit without the debug overlay, sadly) from a couple days back. My guess is that some other service already occupied the port. Would FMOD be able to use a different one in that case?

Edit: It just started happening again, no memory usage going up though. Interestingly, a “netstat” call does not show any process listening on that port… Interestingly, the Process Monitor lists the port 9264 as being occupied by the Unity editor. Is something not cleaning up properly? (this might happen during an assembly reload when changing scripts while the game is running)

If this was caused by the FMOD Systems not being cleaned up properly, you could expect to see the memory usage increase each time a new system is created.

Could you try changing the logging level in the settings to LOG and attach the log file here after running it again.

As far as I can remember the usage actually did go up, but only after hitting the play button again and again and again. Will attach the log tomorrow.

Hello ! Has this been fixed by any chance ?

I still get the exact same issue.

Thank you :slight_smile:

What versions of FMOD and Unity are you using?
Are you able to share your output logs?

I’m using FMOD 2.01.08 and Unity 2020.3.16 LTS.

Here are my logs : https://we.tl/t-yEoRWd6SAv (Unity Editor and FMOD Studio)

EDIT : Just wanted to add that I took a while to reply because it miraculously worked again for a few days, and this morning, just back again.

Thanks for the logs, it definitely looks like something is holding on to to the default port.
Do you see memory usage growing in the FMOD Studio Debug window? Does the issue reproduce with a different Live Update Port value after a couple of playthroughs / editor shutdown and reopens?

I’ve started getting this also with the latest version of everything (plugin 2.01.11 it looks like) on PC.

EDIT: what I’m getting is “Cannot listen for connections, port 9264 is currently in use”, I’m not sure if it’s exactly what OP is referring to, but feels similar.

FWIW I traced back the listening application with netstat, and it looks like it is the Unity.exe process that is listening on that port. I’m not sure if this helps :wink:

Also, I’ve been doing a bunch of game starts/restarts/crashes/assertions (unrelated to FMOD) using Visual Studio. Looks like some destruction code may have been skipped by a game crash (?).

Thank you!

Thank you for the extra info, that specific error is bubbling up from the Core API- and I’m guessing you aren’t getting anything like “FMOD.Studio.System.Release”, “closesocket failed” or “Closing client connection” anywhere?
Does the issue reproduce with a different Live Update Port value after a couple of starts/restarts/crashes/assertions?
Do you see memory usage growing in the FMOD Studio Debug window?

OK it seems to have gone away with the latest reboot; it looks like it got confused between starting/stopping sessions quickly (or before it was ready). I will keep my eyes peeled for this for better repro cases if they happen. Thank you!

Hello, i’m getting the same issue here :
UNITY 2021.2.2f1
FMOD 2.01.05

I can launch unity and play one time, connect with FMOD and the profiler is working correctly.
But if i stop unity and hit play again i get either :

  • “[FMOD] FMOD_OS_Net_Listen : Cannot listen for connections, port 9264 is currently in use.” error in Unity. FMOD continue to show “live update on” but isn’t getting any data

  • no error message in Unity, FMOD continue to show “live update on”, but if i hit record in the profiler, Unity crash with this in the log :“Got a UNKNOWN while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application.”

the second time i hit play i have a log “FMOD destroying systeme instance” before the log of creating a new one… the memory is not going up in the debug window while playing…

Other port do the same and i’m not getting any log about "“FMOD.Studio.System.Release”, “closesocket failed” or “Closing client connection”

[Fmod Unity Log - Connection fail - Port is in use - Google Drive](https://my Logs link)

Update to my previous message:
I updated FMOD to 2.02.03 ( keeping Unity 2021.2.2f1) = same problem
i made a new project from blank , add a listener and my main Banks = same problem …

I have truly no idea on how to fix this .

Do you see memory usage growing in the FMOD Studio Debug window?
While Unity is closed, if you type netstat in the command prompt does 127.0.0.1:9264 appear in the list?

Thanks for the reply:
Memory usage stay consistent.

For netstat i have 2 scenario were i found this bug:
(UNITY 2021.2.2f1 , FMOD 2.01.09)

Scenario A:

  1. Unity Setting to PLAY + Fmod Setting Live update on ON
  • TCP 127.0.0.1:9264 www:65499 ESTABLISHED
  • TCP 127.0.0.1:65499 www:9264 ESTABLISHED
  1. Unity Still Playing + Fmod Setting Live update on OFF
  • TCP 127.0.0.1:65499 www:9264 TIME_WAIT
  1. Unity Setting to STOP + Fmod Live update still on “OFF”
  • TCP 127.0.0.1:65499 www:9264 TIME_WAIT
  1. Unity Setting to PLAY again + Fmod Live update still on “OFF”
  • no port 9264
  • Unity error message : [FMOD] FMOD_OS_Net_Listen : Cannot listen for connections, port 9264 is currently in use.
  1. Unity still Playing + Fmod Setting to LiveUpdate ON
  • TCP 127.0.0.1:9264 www:65372 ESTABLISHED
  • TCP 127.0.0.1:65372 www:9264 ESTABLISHED
  • This made Unity Crash instantly

Scenario B:

  1. Unity Setting to PLAY + Fmod Setting Live update ON
  • TCP 127.0.0.1:9264 www:59367 ESTABLISHED
  • TCP 127.0.0.1:59367 www:9264 ESTABLISHED
  1. Unity Setting to STOP + Fmod Liveupdate Still “ON”
  • TCP 127.0.0.1:9264 www:59367 ESTABLISHED
  • TCP 127.0.0.1:59367 www:9264 ESTABLISHED
  1. Unity Setting to PLAY again + Fmod Liveupdate Still “ON”
  • TCP 127.0.0.1:9264 www:59367 ESTABLISHED
  • TCP 127.0.0.1:59367 www:9264 ESTABLISHED
  • Unity error message : [FMOD] FMOD_OS_Net_Listen : Cannot listen for connections, port 9264 is currently in use.
  1. Unity still Playing + Fmod setting LiveUpdate OFF and ON again
  • TCP 127.0.0.1:9264 www:49838 ESTABLISHED
  • TCP 127.0.0.1:49838 www:9264 ESTABLISHED
  • TCP 127.0.0.1:59367 www:9264 TIME_WAIT
  1. Unity still Playing + Fmod setting LiveUpdate OFF and ON again (one more time)
  • TCP 127.0.0.1:9264 www:50066 ESTABLISHED
  • TCP 127.0.0.1:50066 www:9264 ESTABLISHED
  • TCP 127.0.0.1:49838 www:9264 TIME_WAIT

Erratum: i’m using FMOD 2.01.09 and not FMOD 2.01.05 as i stated in my first message