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Hello, I have a project in Unity with both FMOD and GoogleVR audio plugins installed. Playing certain sound events through scripts crashes the editor (works fine in build). Any clue what might be causing this ?

Error log below :

0x000007FED336F62B (gvraudio) FMODGetPluginDescriptionList
0x000007FED336E4B8 (gvraudio) FMODGetPluginDescriptionList
0x000007FED336DF5A (gvraudio) FMODGetPluginDescriptionList
0x000007FED336C9E8 (gvraudio) FMODGetPluginDescriptionList
0x000007FED336DF32 (gvraudio) FMODGetPluginDescriptionList
0x000007FED336C9E8 (gvraudio) FMODGetPluginDescriptionList
0x000007FED336DF32 (gvraudio) FMODGetPluginDescriptionList
0x000007FED336C9E8 (gvraudio) FMODGetPluginDescriptionList
0x000007FED336DF32 (gvraudio) FMODGetPluginDescriptionList
0x000007FED336C9E8 (gvraudio) FMODGetPluginDescriptionList
0x000007FED3348148 (gvraudio) FMODGetPluginDescriptionList
0x000007FED3343FE8 (gvraudio) FMODGetPluginDescriptionList
ERROR: SymGetSymFromAddr64, GetLastError: ‘Tried accessing non valid address’ (Address: 000007FED334082E)
0x000007FED334082E (gvraudio)
0x000007FED2D0639D (fmodstudiol) FMOD::ChannelGroup::release
0x000007FED2D044C1 (fmodstudiol) FMOD::ChannelGroup::release
0x000007FED2D44CC6 (fmodstudiol) FMOD::GeometryI::setUserData
0x000007FED2D45226 (fmodstudiol) FMOD::GeometryI::setUserData
0x000007FED2D4501C (fmodstudiol) FMOD::GeometryI::setUserData
0x000007FED2DB5921 (fmodstudiol) FMOD::GeometryI::setUserData
0x000007FED2D18791 (fmodstudiol) FMOD::ChannelI::validate
0x000007FED2CE8217 (fmodstudiol) FMOD::DSP::showConfigDialog
0x000007FED2E01C17 (fmodstudiol) FMOD::GeometryI::setUserData
0x000007FED2E01DBE (fmodstudiol) FMOD::GeometryI::setUserData
0x00000000777259CD (kernel32) BaseThreadInitThunk
0x000000007795A561 (ntdll) RtlUserThreadStart

EDIT : So after 10 or so hours of debugging, it seems sometimes, 3d attributes on some events created from scripts are not initialized, causing a crash. I don’t know what causes some specific events to not be initialized (might be networked objects, don’t really have the time to reproduce the issue) BUT the fix was simple enough in my case. Just initialize the 3d attributes of your event before starting it :

sfxInstance = FMODUnity.RuntimeManager.CreateInstance(eventName);

sfxInstance.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject, GetComponent<Rigidbody>()));

FMODUnity.RuntimeManager.AttachInstanceToGameObject(sfxInstance, this.transform, this.GetComponent<Rigidbody>());

sfxInstance.start();

Hope this helps.

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So after 10 or so hours of debugging, it seems sometimes, 3d attributes on some events created from scripts are not initialized, causing a crash. I don’t know what causes some specific events to not be initialized (might be networked objects, don’t really have the time to reproduce the issue) BUT the fix was simple enough in my case. Just initialize the 3d attributes of your event before starting it ; code in original post.

  • Richard Simms

    Thank you for providing the solution to your issue Guillaume. Our team is looking into this crash now. Thanks for bringing it to our attention.

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I’ve also been having this issue since the recent Unity update. Working with instances in the script has been crashing the editor every time.

  • Guillaume St-Martin

    I fixed my issue, don’t know if it will fix yours. Answer in original post.

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Hi Guillaume and Benjamin,

Thanks for letting us know about this.

It appears that sometimes Unity can crash if the position values for the created events are too large. We’ve fixed this and will be in the next Unity integration release.

Thanks,
Richard

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