Audio Spatializer plugin causing crash on exit — Oculus
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Audio Spatializer plugin causing crash on exit

antifuzzantifuzz Posts: 7
NerveGear
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!
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Comments

  • vrdavebvrdaveb Posts: 1,596 Oculus Staff
    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?
  • antifuzzantifuzz Posts: 7
    NerveGear
    Thanks! That would be great. Best way of privately sending you the link?
  • antifuzzantifuzz Posts: 7
    NerveGear
    edited May 2016
    Sent you a pm with deets.
  • YorickYorick Posts: 63
    Hiro Protagonist
    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.
  • vrdavebvrdaveb Posts: 1,596 Oculus Staff
    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.
  • antifuzzantifuzz Posts: 7
    NerveGear
    To confirm, we are already using that 1.0.3 version.

    Thanks for the tip Yorick, I'll have a look at that.
  • petergiokarispetergiokaris Posts: 170 Oculus Staff
    edited May 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
  • antifuzzantifuzz Posts: 7
    NerveGear
    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) [c:\buildslave\unity\build\runtime\audio\audioeffectinternal.cpp:111] UnityAudioEffect_InternalReadCallback 
    0x01CB2062 (wewait) [c:\buildslave\fmod\build\src\fmod_dsp_filter.cpp:274] FMOD::DSPFilter::read 
    0x01CB1D89 (wewait) [c:\buildslave\fmod\build\src\fmod_dsp_filter.cpp:132] FMOD::DSPFilter::read 
    0x01CB1D89 (wewait) [c:\buildslave\fmod\build\src\fmod_dsp_filter.cpp:132] FMOD::DSPFilter::read 
    0x01CB1D89 (wewait) [c:\buildslave\fmod\build\src\fmod_dsp_filter.cpp:132] FMOD::DSPFilter::read 
    0x01CB1D89 (wewait) [c:\buildslave\fmod\build\src\fmod_dsp_filter.cpp:132] FMOD::DSPFilter::read 
    0x01CB1D89 (wewait) [c:\buildslave\fmod\build\src\fmod_dsp_filter.cpp:132] FMOD::DSPFilter::read 
    0x01CB1D89 (wewait) [c:\buildslave\fmod\build\src\fmod_dsp_filter.cpp:132] FMOD::DSPFilter::read 
    0x01CB1D89 (wewait) [c:\buildslave\fmod\build\src\fmod_dsp_filter.cpp:132] FMOD::DSPFilter::read 
    0x01CB1D89 (wewait) [c:\buildslave\fmod\build\src\fmod_dsp_filter.cpp:132] FMOD::DSPFilter::read 
    0x01CB1D89 (wewait) [c:\buildslave\fmod\build\src\fmod_dsp_filter.cpp:132] FMOD::DSPFilter::read 
    0x01CF9108 (wewait) [c:\buildslave\fmod\build\src\fmod_dsp_soundcard.cpp:76] FMOD::DSPSoundCard::read 
    0x01CB0C90 (wewait) [c:\buildslave\fmod\build\src\fmod_output.cpp:765] FMOD::Output::mix 
    0x01CB4799 (wewait) [c:\buildslave\fmod\build\src\fmod_output_polled.cpp:148] FMOD::OutputPolled::threadFunc 
    0x01CAAC7D (wewait) [c:\buildslave\fmod\build\src\fmod_thread.cpp:54] FMOD::Thread::callback 
    0x01DB8644 (wewait) [f:\dd\vctools\crt_bld\self_x86\crt\src\threadex.c:314] _callthreadstartex 
    0x01DB86CE (wewait) [f:\dd\vctools\crt_bld\self_x86\crt\src\threadex.c:292] _threadstartex 
    0x74CD38F4 (KERNEL32) BaseThreadInitThunk
    0x77655DE3 (ntdll) RtlUnicodeStringToInteger

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

    **** Crash! ****

  • petergiokarispetergiokaris Posts: 170 Oculus Staff
    Great, that helps. Thank you!
    Peter Giokaris
    Senior Software Engineer
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