Issue was reported by a user on the Unreal Engine forms. I tried to package the game with the other encoding options and this appears specific to using the Unreal Ambisonics option.
I have only confirmed the issue on Windows, although it's possible this happens on packaged applications for other platforms. Within the editor itself, there is no issue.
Crash dump and logs are attached as .zip
Assertion failed: IsInGameThread() [File:D:\SMoyls_UE5_Release-5.1\Engine\Plugins\Runtime\SoundFields\Source\SoundFields\Private\SoundFields.cpp] [Line: 286]
1) Create a new project
2) In the Content Browser, create a new Soundfield Submix (Sounds > Mix >Soundfield Submix)
3) Open the Soundfield Submix and set the Encoding Format to Unreal Ambisonics
4) Open any Sound Wave (doesn't need to be an ambisonics sound, mono or stereo is fine)
5) Set the Submix to the Soundfield Submix you created
6) Drag your audio file into the level
7) PIE and make sure you have sound
8) Build, cook, and package your project for Windows (Development). Once package is complete, launch the project .exe OR Launch game in Standalone
Expected Result:
The game launches and audio plays as expected
Actual Result:
The game crashes with the following error
[Image Removed]
Assertion failed: IsInGameThread() [Link Removed] [Line: 281]
KERNELBASE UnrealEditor_Core!ReportAssert() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformCrashContext.cpp:1709] UnrealEditor_Core!FWindowsErrorOutputDevice::Serialize() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Windows\WindowsErrorOutputDevice.cpp:84] UnrealEditor_Core!FOutputDevice::LogfImpl() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp:67] UnrealEditor_Core!AssertFailedImplV() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:142] UnrealEditor_Core!FDebug::CheckVerifyFailedImpl() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:576] UnrealEditor_SoundFields!`FAmbisonicsSoundfieldFormat::GetDefaultEncodingSettings'::`6'::Impl::ExecCheckImplInternal() [D:\SMoyls_UE5_Release-5.1\Engine\Plugins\Runtime\SoundFields\Source\SoundFields\Private\SoundFields.cpp:286] UnrealEditor_SoundFields!FAmbisonicsSoundfieldFormat::GetDefaultEncodingSettings() [D:\SMoyls_UE5_Release-5.1\Engine\Plugins\Runtime\SoundFields\Source\SoundFields\Private\SoundFields.cpp:286] UnrealEditor_Engine!USoundfieldSubmix::GetEncodingSettings() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Engine\Private\SoundSubmix.cpp:869] UnrealEditor_AudioMixer!Audio::FMixerSubmix::InitInternal() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\AudioMixer\Private\AudioMixerSubmix.cpp:356] UnrealEditor_AudioMixer!Audio::FMixerSubmix::Init() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\AudioMixer\Private\AudioMixerSubmix.cpp:229] UnrealEditor_AudioMixer!Audio::FMixerDevice::InitSoundfieldAndEndpointDataForSubmix() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\AudioMixer\Private\AudioMixerDevice.cpp:1722] UnrealEditor_AudioMixer!Audio::FMixerDevice::RegisterSoundSubmix() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\AudioMixer\Private\AudioMixerDevice.cpp:1676] UnrealEditor_AudioMixer!<lambda_ac48e594f58f6e8e5ccb4707c128b78e>::operator()() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\AudioMixer\Private\AudioMixerDevice.cpp:1640] UnrealEditor_Engine!<lambda_00d6e7291553394bfaa7186fc37e3b96>::operator()() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Engine\Private\AudioThread.cpp:476] UnrealEditor_Engine!<lambda_6a593e483c54e550e2927baf7f4389b9>::<lambda_invoker_cdecl>() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:743] UnrealEditor_Engine!UE::Tasks::Private::FTaskBase::TryExecute() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:432] UnrealEditor_Engine!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_7939ff0409374c0829c7322dab772b33>,0>::CallAndMove() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171] UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:656] UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:162] UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:361] UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:402] UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_0a548c7e497de3cc77a9e48080e1524f>,void __cdecl(void)>::Call() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Public\Templates\Function.h:475] UnrealEditor_Core!FThreadImpl::Run() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:67] UnrealEditor_Core!FRunnableThreadWin::Run() [D:\SMoyls_UE5_Release-5.1\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-106091 in the post.