Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.2.0f3
Issue ID
1028151
Regression
No
[WSA] An UWP app breaks in the debugger when loading AudioPluginDissonance.dll on start
Steps to reproduce:
1. Open the attached project
2. Open the scene1.unity scene
3. Switch platform to Windows Store
4. Build for Hololens
5. Open VS solution
6. Deploy on Hololens/Emulator/PC as x86
7. Observe debugger message: "Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention.
Reproduced with: 2017.1.3p3, 2017.2.2p4, 2017.4.2f1, 2018.1.0f1, 2018.2.0b2
Why won't fix: this is an issue in the plugin in question - it is using __cdecl calling convention to define the function while Unity expects __stdcall:
#if PLATFORM_WINRT
#define AUDIO_CALLING_CONVENTION __stdcall
#else
#define AUDIO_CALLING_CONVENTION
#endif
// This function fills in N pointers for the N effects contained in the library and returns N.
extern "C" UNITY_AUDIODSP_EXPORT_API int AUDIO_CALLING_CONVENTION UnityGetAudioEffectDefinitions(UnityAudioEffectDefinition* descptr);
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment