Skip to content
This repository has been archived by the owner on Jul 1, 2024. It is now read-only.

Quest 2 Crash #142

Open
CaptainCheerios opened this issue Jan 2, 2023 · 1 comment
Open

Quest 2 Crash #142

CaptainCheerios opened this issue Jan 2, 2023 · 1 comment
Labels
bug Something isn't working Unreal Native Issues related to the Project Acoustics for Unreal Audio Marketplace offering Unreal Issues related to Unreal Engine integration

Comments

@CaptainCheerios
Copy link

CaptainCheerios commented Jan 2, 2023

So I'm not sure if it is supposed to support the quest but I spent a few days trying to get it on there, only to have it load up for a split second and crash immediately with the errors

[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: === Critical error: ===
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: 
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:/RocketSync/5.1.0-23058290+++UE5+Release-5.1/Working/Engine/Source/Runtime/Core/Public/Containers/Array.h] [Line: 763] 
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: Array index out of bounds: 1 from an array of size 0
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007D7118D5C0 libUnreal.so(0x000000000A4335C0)!FAcousticsSpatializer::OnReleaseSource(unsigned int)  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007D77A77B80 libUnreal.so(0x0000000010D1DB80)!Audio::FMixerSourceManager::ReleaseSource(int)  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007D77A55040 libUnreal.so(0x0000000010CFB040)!Audio::FMixerSourceManager::PumpCommandQueue()  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007D77A51068 libUnreal.so(0x0000000010CF7068)!Audio::FMixerSourceManager::ComputeNextBlockOfSamples()  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007D77A4FD78 libUnreal.so(0x0000000010CF5D78)!Audio::FMixerDevice::OnProcessAudioStream(TArray<float, TAlignedHeapAllocator<16u> >&)  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007D77A54B84 libUnreal.so(0x0000000010CFAB84)!non-virtual thunk to Audio::FMixerDevice::OnProcessAudioStream(TArray<float, TAlignedHeapAllocator<16u> >&)  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007D774E5898 libUnreal.so(0x000000001078B898)!Audio::FOutputBuffer::MixNextBuffer()  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007D774E84DC libUnreal.so(0x000000001078E4DC)!Audio::IAudioMixerPlatformInterface::RunInternal()  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007D774E87AC libUnreal.so(0x000000001078E7AC)!Audio::IAudioMixerPlatformInterface::Run()  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007D73924A10 libUnreal.so(0x000000000CBCAA10)!FRunnableThreadPThread::Run()  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007D7377CF60 libUnreal.so(0x000000000CA22F60)!FRunnableThreadPThread::_ThreadProc(void*)  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007E663D7C48 libc.so(0x00000000000D5C48)![Unknown]()  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: [Callstack] 0x0000007E66384FE8 libc.so(0x0000000000082FE8)![Unknown]()  []
[2023.01.02-15.41.16:678][ 28]LogAndroid: Error: 

I had this as my audio plugin settings for android. I was running with Android SDK version 33, android NDK version 29 to get it to build and install.

It wouldn't build with android sdk api level 29. Has the android support been tested with quest or is it only for phones/tablets?

image

Switching to resonance audio for spatialization and reverb it works, but I don't notice the acoustic plugin working.

@NoelCross
Copy link
Contributor

@CaptainCheerios As for testing, we don't have a Quest so we don't do anything testing on it, but we do test on Android emulators and a Samsung Galaxy S22 mobile device and haven't experienced this issue that you report.

Switching to Resonance for both the Spatialization Plugin and the Reverb Plugin, but leaving the Source Data Override Plugin as Project Acoustics is something that we've tested and it should work correctly.

This issue is most likely happening due to an invalid initialization configuration. Please capture the logcat information during the app launch sequence to see what might be failing at startup. Here are a few possible checks that might be failing on this device.

    // Check # output channels. Unreal passes in 0 when specifying default
    if (!(InitializationParams.NumOutputChannels == 0 || InitializationParams.NumOutputChannels == 2))
    {
        UE_LOG(LogProjectAcousticsSpatializer, Error, TEXT("Spatializer plugin only supports stereo output!"));
        return;
    }
    if (InitializationParams.SampleRate != 48000)
    {
        UE_LOG(LogProjectAcousticsSpatializer, Error, TEXT("Spatializer plugin only supports 48kHz output!"));
        return;
    }
    // support multiple buffer lengths
    if (InitializationParams.BufferLength < 256)
    {
        UE_LOG(LogProjectAcousticsSpatializer, Error, TEXT("Spatializer plugin does not support buffer sizes of less than 256"));
        return;
    }
    // Initialize the DSP with max #sources
    auto result = HrtfEngineInitialize(InitializationParams.NumSources, engineType, m_HrtfFrameCount, &m_HrtfEngine);
    if (!result)
    {
        UE_LOG(LogProjectAcousticsSpatializer, Error, TEXT("Spatializer plugin failed to initialize with max sources."));
        return;
    }

@MikeChemi MikeChemi added bug Something isn't working Unreal Issues related to Unreal Engine integration Unreal Native Issues related to the Project Acoustics for Unreal Audio Marketplace offering labels Jan 17, 2023
Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
bug Something isn't working Unreal Native Issues related to the Project Acoustics for Unreal Audio Marketplace offering Unreal Issues related to Unreal Engine integration
Projects
None yet
Development

No branches or pull requests

3 participants