Game crashes on start on XBOXONE

Hi, we are having a crash just after the game’s splash screen on XBOXONE.
We are on Unity 2017.2.1p2, and have the PC package 11003_v2 and also the XBOXONE package.
Our XDK is June 2017 QFE 4: Version 10.0.16232.1071 (Winbuild.160101.0800), and our Recovery is 10.0.16299.5101 (February 2018) (latest).
We also have configured the platformdirectories.txt
Everything seems to work fine we are getting some Awake running, until we get the following messages:

[LOG]
0138:0198 @ 00017062 - LdrpFindOrMapDependency - ERROR: Loading DLL fmodL.dll failed with status 0xc0000135
0138:0198 @ 00017140 - LdrpFindOrMapDependency - ERROR: Loading DLL fmodL.dll failed with status 0xc0000135
0138:0198 @ 00017203 - LdrpFindOrMapDependency - ERROR: Loading DLL fmodL.dll failed with status 0xc0000135
UNCONSTRAINED (0).
PsmService: Waiting for worker abort signal.
ERROR: ControllerStop: ControlTrace failed. Error code: 4201.
ERROR: EtxForwardedTrafficConsumerThread: error reading message size. GLE=233 Bytes Read=0 Length=0
[/LOG]

The platformdirectories.txt is not required anymore as the integration handles that.

The error you are getting looks as though the Xbox One libs aren’t being found, can you confirm that they are in the built game?

Hello,
I can confirm that the following files are added to the path “/Data/Plugins” when I make a Push build:
fmod.dll, fmod.s.def, fmodL.dll, fmodL.s.def, fmodstudio.dll, fmodstudio.s.def, fmodstudioL.dll, fmodstudioL.s.def

Have you disabled the built in Unity audio?
You can find the steps to disable it here:
https://fmod.com/resources/documentation-api?page=content/generated/engine_new_unity/troubleshooting.html#/

If that doesn’t work, are you able to send us the complete log file?

Hello,
yes, we disabled the built in Unity audio by code each time we do a console build and the checkbox in the editor preferences is also checked.
Could it be possible Unity is skipping this preference?.
We will send you an email with the complete log.

Argh, we finally found the issue… Turns out we were setting the initial volume of different buses on Start(), but we were doing “masterBus.setVolume(currentMasterVolume)” BEFORE getting the bus “masterBus = FMODUnity.RuntimeManager.GetBus(masterBusString)”.

On PC this line didn’t bring up any issue and the game continued without problems, but turns out it causes a crash on the XboxOne and PS4.

We restructured the whole audio system a few days ago, and just added the bus management after the initial volume set that we were already doing on Start…

Thanks for the help and sorry for the inconvenience!

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