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Fixed in Unity 2018.1

Votes

2

Found in

2017.1.0f3

Issue ID

930758

Regression

Yes

[Timeline] Timeline with a disabled Audio Source causes Editor Crash when exiting play mode

Audio

-

-

Priority: 2Necessary for shipping a final release

-

Severity: 1Crash, freeze, data loss, work stops

To reproduce:
1. Open a scene in a project which contains an audio clip
2. Create a timeline
3. Create a Game Object with an Audio Source component and disable it
4. Set the audio clip value for the same Game Object
5. Add the Game Object with the Audio Source to the timeline
6. Play the scene
7. Exit the play mode

Desired outcome: The editor does not crash.
Actual result: The editor crashes.

Reproduced with 2017.1.0b7, 2017.1.0f3, 2017.2.0a1, 2017.2.0b3
Not reproduced with 2017.1.0a1, 2017.1.0b6
Regression introduced in 2017.1.0b7

Stack trace:
(Unity) AudioSource::Stop
(Unity) AudioManager::StopSources
(Unity) PlayerLoopController::ExitPlayMode
(Unity) PlayerLoopController::SetIsPlaying
(Unity) Application::TickTimer
(Unity) MainMessageLoop
(Unity) WinMain
(Unity) __tmainCRTStartup
(KERNEL32) BaseThreadInitThunk
(ntdll) RtlUserThreadStart

Comments (12)

  1. 03e8f30e04dccdd2ed3bafffbf57ea6b?d=mm

    JeffSSVR

    Feb 13, 2019 04:34

    2019 folks, I can still reproduce this in both 2018.2.0f2 and 2018.2.20f1. Wish you could reopen a case. I had a crash happening because an object with an audiosource on it fed by a timeline was disabled during runtime. as soon as I moved the audiosource to a part that was not disabled, no more crashing. At least this helped me find a work around.

  2. 8bfe04dc8ae3fb838603b72a02ee2a3f?d=mm

    zoooom

    Nov 27, 2018 16:03

    A variant of this bug is still occuring in Unity 2018.2.11f1 and 2018.2.17f1:

    Receiving unhandled NULL exception
    Obtained 23 stack frames.
    #0 0x000001021ed5ec in AudioSource::GetFilterComponents(std::__1::vector<FMOD::DSP*, std::__1::allocator<FMOD::DSP*> >&, bool) const
    #1 0x000001021ed481 in AudioSource::CleanAudioSource(bool)
    #2 0x000001021c287e in AudioManager::StopSources()
    #3 0x00000101a4f1cf in PlayerLoopController::ExitPlayMode()
    #4 0x00000101a48c5c in PlayerLoopController::SetIsPlaying(bool)
    #5 0x00000101a471ca in Application::TickTimer()
    #6 0x000001006c46ee in -[EditorApplication TickTimer]
    #7 0x007fff52805739 in __NSFireTimer
    #8 0x007fff5069b014 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
    #9 0x007fff5069ac87 in __CFRunLoopDoTimer
    #10 0x007fff5069a78a in __CFRunLoopDoTimers
    #11 0x007fff50691d5b in __CFRunLoopRun
    #12 0x007fff50691153 in CFRunLoopRunSpecific
    #13 0x007fff4f97bd96 in RunCurrentEventLoopInMode
    #14 0x007fff4f97ba0f in ReceiveNextEventCommon
    #15 0x007fff4f97b884 in _BlockUntilNextEventMatchingListInModeWithFilter
    #16 0x007fff4dc2ca73 in _DPSNextEvent
    #17 0x007fff4e3c2e34 in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
    #18 0x007fff4dc21885 in -[NSApplication run]
    #19 0x007fff4dbf0a72 in NSApplicationMain
    #20 0x000001006e30f7 in EditorMain(int, char const**)
    #21 0x000001006e3579 in main
    #22 0x007fff784e1015 in start

  3. 7f91844f5776b6869dc0f04a4fd0eea1?d=mm

    CakeLegends

    Oct 14, 2018 20:30

    Frankly, it's embarrassing and pathetic that the LTS updates haven't fixed this error, yet because one version of Unity has the bug repaired, they still just mark it off as fixed. As a professional company, Unity3D should be ashamed of themselves.

  4. E9f49ae56db3860000861ad117fcf292?d=mm

    lingumigeorge

    Sep 20, 2018 11:57

    Similar crash in 2018.2.8f1. Log:

    Receiving unhandled NULL exception
    Obtained 23 stack frames.
    #0 0x000001021e93cc in AudioSource::GetFilterComponents(std::__1::vector<FMOD::DSP*, std::__1::allocator<FMOD::DSP*> >&, bool) const
    #1 0x000001021e9261 in AudioSource::CleanAudioSource(bool)
    #2 0x000001021be65e in AudioManager::StopSources()
    #3 0x00000101a4beaf in PlayerLoopController::ExitPlayMode()
    #4 0x00000101a4593c in PlayerLoopController::SetIsPlaying(bool)
    #5 0x00000101a43eaa in Application::TickTimer()

  5. 14c7a93d31ceb2a12d5ba0c9f14eb813?d=mm

    mptp

    Aug 19, 2018 01:53

    This is not fixed - I have the same issue in 2018.2.0f2...

  6. 92c1492108a493f8e7ee25674681bb27?d=mm

    dri_richard

    Jun 08, 2018 10:28

    Still open in 2017.4.3f1

  7. A1c98f76f3759b23702f67a3078b3032?d=mm

    solarisn

    Apr 30, 2018 01:23

    Getting this crash in 2017.3.1p2 and it's putting a huge wrench in our workflow. I want to upgrade to the LTS stream (2017.4) but it says this was only fixed in 2018.1. Isn't the whole point of LTS that you back port bug fixes like this?

  8. 29bd859f6df2e0eccaf471f9970b7b80?d=mm

    ThroyCZ

    Feb 19, 2018 10:16

    I have same issue with every audio source in timeline but this audio source must be enabled.
    2017.3.0p4

  9. 9d76381a176b7422eaa11c5638da5429?d=mm

    AllMightyNico

    Jan 23, 2018 16:33

    Hello, I am working in version 2017.3.0.f3 and still have this issue.

  10. Af4ebecd3de02022e78e41f1c58514c1?d=mm

    q8f13

    Dec 18, 2017 07:57

    It seems like AudioListener could also cause this. Verified on 2017.1.1f1, Win10.0 Pro v14393

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