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Participant
May 6, 2016

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)

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!
This topic has been closed for replies.

10 replies

Inspiring
May 6, 2016
This 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?
antifuzzAuthor
Participant
May 6, 2016
Thanks! That would be great. Best way of privately sending you the link?
antifuzzAuthor
Participant
May 6, 2016
Sent you a pm with deets.
Up and Coming
May 14, 2016
I'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.
Audio Arena - Don't Let Go!
Inspiring
May 14, 2016
We'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.
antifuzzAuthor
Participant
May 16, 2016
To confirm, we are already using that 1.0.3 version.

Thanks for the tip Yorick, I'll have a look at that.
Inspiring
May 16, 2016
Hi 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!
Peter Giokaris Senior Software Engineer
antifuzzAuthor
Participant
May 17, 2016
Hi 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_GetAmbisonicSpeakerPosition
0x540E6AE4 (AudioPluginOculusSpatializer) OSP_GetAmbisonicSpeakerPosition
0x0154503B (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) BaseThreadInitThunk
0x77655DE3 (ntdll) RtlUnicodeStringToInteger

========== END OF STACKTRACE ===========

**** Crash! ****

Inspiring
May 17, 2016
Great, that helps. Thank you!
Peter Giokaris Senior Software Engineer
Participant
November 1, 2019
@antifuzz Did you ever find a solution to this issue? I'm facing it now.