Forum Discussion
antifuzz
10 years agoExplorer
Audio Spatializer plugin causing crash on exit
Hi all,
We're getting an issue where our app crashes on quit. The error log shows: "AudioPluginOculusSpatializer.dll caused an Access Violation (0xc0000005) in module AudioPluginOculusSpatializer.dll" (full error log attached)
Is there some clean way of shutting down the spacializer plugin that we should be doing on quit?
We're getting an issue where our app crashes on quit. The error log shows: "AudioPluginOculusSpatializer.dll caused an Access Violation (0xc0000005) in module AudioPluginOculusSpatializer.dll" (full error log attached)
Have tried removing and re-importing the Audio Spacializer plugin with a freshly downloaded copy from the oculus site.
Over the course of the project, the problem has been intermittently rearing its head and then mysteriously going away again, but currently every build we do is affected.
Is there some clean way of shutting down the spacializer plugin that we should be doing on quit?
Any other ideas?
Thanks!
Thanks!
10 Replies
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- vrdavebOculus StaffThis is the first time we've heard of that issue. Any chance you could share a build of the game with us so we can reproduce it?
- antifuzzExplorerThanks! That would be great. Best way of privately sending you the link?
- antifuzzExplorerSent you a pm with deets.
- YorickHonored GuestI've had crashes with the spatializer. I think it happens when you have audiosources that don't have the output mixer specified. Or have them set up to a Mixer that doesn't have the OculusSpatializerReflection effect.
- vrdavebOculus StaffWe're investigating this. In the meantime, you may have better luck with the new Oculus Native Spatializer Plugin. That's the architecture we plan to support long-term. See https://developer.oculus.com/downloads/audio/1.0.3/Oculus_Audio_SDK_Plugins.
- antifuzzExplorerTo confirm, we are already using that 1.0.3 version.
Thanks for the tip Yorick, I'll have a look at that. - petergiokarisProtegeHi antifuzz, is your project using any of the ambisonic calls?
Also, is there a way to exit the application quickly to force the crash more easily?
Thanks! - antifuzzExplorerHi Peter,
To make it crash, just do alt-f4 a couple of seconds after the app starting. It will reliably crash for us at this point.
We're just using the Unity plugin in the editor, we're not explicitly making any api calls. That said, the stack trace in the output_log.txt file does mention GetAmbisonicSpeakerPosition:========== OUTPUTING STACK TRACE ==================0x540E2D76 (AudioPluginOculusSpatializer) OSP_GetAmbisonicSpeakerPosition0x540E6AE4 (AudioPluginOculusSpatializer) OSP_GetAmbisonicSpeakerPosition0x0154503B (wewait)UnityAudioEffect_InternalReadCallback 0x01CB2062 (wewait)FMOD::DSPFilter::read 0x01CB1D89 (wewait)FMOD::DSPFilter::read 0x01CB1D89 (wewait)FMOD::DSPFilter::read 0x01CB1D89 (wewait)FMOD::DSPFilter::read 0x01CB1D89 (wewait)FMOD::DSPFilter::read 0x01CB1D89 (wewait)FMOD::DSPFilter::read 0x01CB1D89 (wewait)FMOD::DSPFilter::read 0x01CB1D89 (wewait)FMOD::DSPFilter::read 0x01CB1D89 (wewait)FMOD::DSPFilter::read 0x01CB1D89 (wewait)FMOD::DSPFilter::read 0x01CF9108 (wewait)FMOD::DSPSoundCard::read 0x01CB0C90 (wewait)FMOD::Output::mix 0x01CB4799 (wewait)FMOD::OutputPolled::threadFunc 0x01CAAC7D (wewait)FMOD::Thread::callback 0x01DB8644 (wewait)_callthreadstartex 0x01DB86CE (wewait)_threadstartex 0x74CD38F4 (KERNEL32) BaseThreadInitThunk0x77655DE3 (ntdll) RtlUnicodeStringToInteger========== END OF STACKTRACE ===========**** Crash! **** - petergiokarisProtegeGreat, that helps. Thank you!
- siddharthoblixExplorer@antifuzz Did you ever find a solution to this issue? I'm facing it now.
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