I’m attempting to import some converted sound effects on Linux. Importing seems to work at first, however, when attempting to play said files (through the Editor or in-game) it immediately crashes.
[2018.07.13-20.55.30:311][596]LogCore: Error: appError called: Assertion failed: InSrcBufferData [File:/opt/unreal/Engine/Source/Runtime/Engine/Private/ADPCMAudioInfo.cpp] [Line: 76]
[2018.07.13-20.55.30:328][596]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2018.07.13-20.55.30:328][596]LogCore: Assertion failed: InSrcBufferData [File:/opt/unreal/Engine/Source/Runtime/Engine/Private/ADPCMAudioInfo.cpp] [Line: 76]
0x00007fb52db4e743 libUE4Editor-Core.so!FGenericPlatformMisc::RaiseException(unsigned int) [/opt/unreal/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp:391]
0x00007fb52750a71a libUE4Editor-ApplicationCore.so!FUnixErrorOutputDevice::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) [/opt/unreal/Engine/Source/Runtime/ApplicationCore/Private/Unix/UnixErrorOutputDevice.cpp:57]
0x00007fb52dd2065f libUE4Editor-Core.so!FOutputDevice::LogfImpl(wchar_t const*, ...) [/opt/unreal/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:70]
0x00007fb52dca26c5 libUE4Editor-Core.so!FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) [/opt/unreal/Engine/Source/Runtime/Core/Public/Misc/OutputDevice.h:216]
0x00007fb52a26f92f libUE4Editor-Engine.so!FADPCMAudioInfo::ReadCompressedInfo(unsigned char const*, unsigned int, FSoundQualityInfo*) [/opt/unreal/Engine/Source/Runtime/Engine/Private/ADPCMAudioInfo.cpp:76]
0x00007fb52a4af4b4 libUE4Editor-Engine.so!FAsyncAudioDecompressWorker::DoWork() [/opt/unreal/Engine/Source/Runtime/Engine/Private/AudioDecompress.cpp:628]
0x00007fb52a506ebe libUE4Editor-Engine.so!FAsyncTask<FAsyncAudioDecompressWorker>::DoWork() [/opt/unreal/Engine/Source/Runtime/Core/Public/Async/AsyncWork.h:263]
0x00007fb52a508117 libUE4Editor-Engine.so!FAsyncTask<FAsyncAudioDecompressWorker>::Start(bool, FQueuedThreadPool*) [/opt/unreal/Engine/Source/Runtime/Core/Public/Async/AsyncWork.h:252]
0x00007fb52a4d882b libUE4Editor-Engine.so!FAudioDevice::Precache(USoundWave*, bool, bool, bool) [/opt/unreal/Engine/Source/Runtime/Core/Public/Async/AsyncWork.h:396]
0x00007fb50fbf09d4 libUE4Editor-AudioMixer.so!Audio::FMixerBuffer::Init(FAudioDevice*, USoundWave*, bool) [/opt/unreal/Engine/Source/Runtime/AudioMixer/Private/AudioMixerBuffer.cpp:204]
0x00007fb50fc0c041 libUE4Editor-AudioMixer.so!Audio::FMixerSource::PrepareForInitialization(FWaveInstance*) [/opt/unreal/Engine/Source/Runtime/AudioMixer/Private/AudioMixerSource.cpp:347]
0x00007fb52a4cf10a libUE4Editor-Engine.so!FAudioDevice::StartSources(TArray<FWaveInstance*, FDefaultAllocator>&, int, bool) [/opt/unreal/Engine/Source/Runtime/Engine/Private/AudioDevice.cpp:3294]
0x00007fb52a4d099b libUE4Editor-Engine.so!FAudioDevice::Update(bool) [/opt/unreal/Engine/Source/Runtime/Engine/Private/AudioDevice.cpp:3531]
0x00007fb52a4dc435 libUE4Editor-Engine.so!FAudioDeviceManager::UpdateActiveAudioDevices(bool) [/opt/unreal/Engine/Source/Runtime/Engine/Private/AudioDeviceManager.cpp:313]
0x00007fb523d93d51 libUE4Editor-UnrealEd.so!UEditorEngine::Tick(float, bool) [/opt/unreal/Engine/Source/Editor/UnrealEd/Private/EditorEngine.cpp:1910]
0x00007fb524821926 libUE4Editor-UnrealEd.so!UUnrealEdEngine::Tick(float, bool) [/opt/unreal/Engine/Source/Editor/UnrealEd/Private/UnrealEdEngine.cpp:400]
0x000000000023bc4d UE4Editor!FEngineLoop::Tick() [/opt/unreal/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:3483]
0x0000000000243e93 UE4Editor!GuardedMain(wchar_t const*) [/opt/unreal/Engine/Source/Runtime/Launch/Private/Launch.cpp:62]
0x00007fb522b59fca libUE4Editor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(wchar_t const*)) [/opt/unreal/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:241]
0x00007fb5225b606b libc.so.6!__libc_start_main(+0xea)
0x0000000000230029 UE4Editor!_start()
I’ve encountered a similar issue in a past version of the engine, there was a workaround however: if you save immediately after importing and then restart the editor, the sound file will play without crashing. Sadly this workaround doesn’t seem to work anymore.
- 4.20 preview 5
- Launch arguments: UE4Editor (…) -debug -ansimalloc (dropping -ansimalloc made no difference)
- Project was initially from 4.19.2.
- Sounds present in project play fine, but moving them (within the Editor) will also cause a crash!
Neither of these files will work:
- wolf3d-pickup.wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, mono 44100 Hz
- wolf3d-pickup.wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 44100 Hz
Both were converted using ffmpeg