[Resolved] Crash when live editing

fmodstudio.dll!FMOD::InstrumentPreloadVisitor::visitWaveformInstrumentModel(FMOD::WaveformInstrumentModel * instrument) Line 2057 C++
fmodstudio.dll!FMOD::WaveformInstrumentModel::accept(FMOD::InstrumentModelVisitor * visitor) Line 330 C++
fmodstudio.dll!FMOD::InstrumentPreloadVisitor::visitMultiInstrumentModel(FMOD::MultiInstrumentModel * instrument) Line 2042 C++
fmodstudio.dll!FMOD::MultiInstrumentModel::accept(FMOD::InstrumentModelVisitor * visitor) Line 451 C++
fmodstudio.dll!FMOD::TimelineInstance::onAddTriggeredInstrument(FMOD::TimelineModel * model, const FMOD::IDFMOD::InstrumentModel & instrumentID, FMOD::TimeUnit boxStart, FMOD::TimeUnit length) Line 5321 C++
fmodstudio.dll!FMOD::BasicSubjectFMOD::TimelineObserver::notify<FMOD::Functor::MemberFunctionCaller<FMOD::TimelineObserver,FMOD::TimelineModel *,FMOD::IDFMOD::InstrumentModel const &,FMOD::TimeUnit,FMOD::TimeUnit,FMOD::Functor::None,FMOD::Functor::None> >(const FMOD::Functor::MemberFunctionCaller<FMOD::TimelineObserver,FMOD::TimelineModel *,FMOD::IDFMOD::InstrumentModel const &,FMOD::TimeUnit,FMOD::TimeUnit,FMOD::Functor::None,FMOD::Functor::None> & notification) Line 60 C++
fmodstudio.dll!FMOD::TimelineInstrumentListHandle::add(const FMOD::InstrumentHandle & instrumentHandle, unsigned int startTime, unsigned int length) Line 3665 C++
fmodstudio.dll!FMOD::LiveUpdate::Timeline::Command_AddTriggeredInstrument::execute() Line 111 C++
fmodstudio.dll!FMOD::LiveUpdate::LiveUpdate::processCommandPacket(const FMOD::ProfilePacketHeader * packet) Line 932 C++
fmodstudio.dll!FMOD::LiveUpdate::LiveUpdateStateConnected::readPacket(FMOD::LiveUpdate::LiveUpdate * liveUpdate, const FMOD::ProfilePacketHeader * packet) Line 1224 C++
fmodstudio.dll!FMOD::LiveUpdate::LiveUpdate::readPacket(const FMOD::ProfilePacketHeader * packet) Line 612 C++

Access violation reading location 0x00000000.

I was moving a sound module from a game parameter to the timeline. The event was currently playing (was idle)

Thanks for the bug report! This is now fixed for the next release.