Found while messing around with a revamp of some of the Audio Stream cache tests. The map in this test is a WIP as I'm still just trying stuff out, but hit this assert 5/5 times.
Assertion failed: FoundElement->NumConsumers.GetValue() >= 1 [File:F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\Engine\Private\AudioStreamingCache.cpp] [Line: 994]
From log:
[2024.03.12-00.12.34:250][117]LogAudioStreamCaching: Display: Failed to find an available chunk slot in the audio streaming manager, likely because the cache was blown. [2024.03.12-00.12.34:250][117]LogAudioStreamCaching: Warning: Failed to add follow-up chunk for TooMuch_DrumLine_48kHz_24b_Bink. This should not happen with our current TrimMemory() logic [2024.03.12-00.12.34:250][117]LogAudioStreamCaching: Warning: Chunk 3 not yet loaded for playing SoundWave 'TooMuch_DrumLine_48kHz_24b_Bink'. LikelyReason: Not loaded fast enough, IO Saturation.
Crash reporter for assert:
In Bink Decoder: [Link Removed]
In ADPCM decoder: [Link Removed]
A previous ensure was found on Ancient Game and couldn't be reproed that has a similar callstack. See [Link Removed].
1) Launch AudioQA
2) In the Project Setttings, under Platform > Windows, set the Max Cache Size to 1000KB
3) Open the map AQ_Streaming
4) Launch in Standalone
5) Turn your audio down (because we're gonna spam a lot of sounds!)
6) Spam the heck out of the buttons! Especially Trim and Fill, but alternate with the other ones for a few seconds
Expected Result:
The stream cache handles being mean to it
Actual Result:
The sound stops abruptly and the standalone game crashes with an assert
Bink version
UnrealEditor_Engine!FCachedAudioStreamingManager::RemoveReferenceToChunk() [F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\Engine\Private\AudioStreamingCache.cpp:701] UnrealEditor_Engine!FAudioChunkHandle::~FAudioChunkHandle() [F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\Engine\Private\ContentStreaming.cpp:1565] UnrealEditor_BinkAudioDecoder!IStreamedCompressedInfo::~IStreamedCompressedInfo() [F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\Engine\Public\AudioDecompress.h:203] UnrealEditor_BinkAudioDecoder!FBinkAudioInfo::`vector deleting destructor'() UnrealEditor_AudioMixer!Audio::FMixerSourceBuffer::~FMixerSourceBuffer() [F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\AudioMixer\Private\AudioMixerSourceBuffer.cpp:140] UnrealEditor_AudioMixer!Audio::FMixerSourceBuffer::`scalar deleting destructor'() UnrealEditor_AudioMixer!TArray<TSharedPtr<Audio::FMixerSourceBuffer,1>,TSizedDefaultAllocator<32> >::RemoveAtSwapImpl() [F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\Core\Public\Containers\Array.h:1765] UnrealEditor_AudioMixer!Audio::FMixerSourceManager::ComputeNextBlockOfSamples() [F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\AudioMixer\Private\AudioMixerSourceManager.cpp:3295] UnrealEditor_AudioMixer!Audio::FMixerDevice::OnProcessAudioStream() [F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\AudioMixer\Private\AudioMixerDevice.cpp:913] UnrealEditor_AudioMixerCore!Audio::FOutputBuffer::MixNextBuffer() [F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\AudioMixerCore\Private\AudioMixer.cpp:247] UnrealEditor_AudioMixerCore!Audio::IAudioMixerPlatformInterface::RunInternal() [F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\AudioMixerCore\Private\AudioMixer.cpp:747] UnrealEditor_AudioMixerCore!Audio::IAudioMixerPlatformInterface::Run() [F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\AudioMixerCore\Private\AudioMixer.cpp:793] UnrealEditor_Core!FRunnableThreadWin::Run() [F:\SMoyls_UE5_Release-5.4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
ADPCM version:
UnrealEditor_Engine!FCachedAudioStreamingManager::RemoveReferenceToChunk() [AudioStreamingCache.cpp:701] UnrealEditor_Engine!FAudioChunkHandle::operator=() [ContentStreaming.cpp:1507] UnrealEditor_AdpcmAudioDecoder!FADPCMAudioInfo::GetLoadedChunk() [ADPCMAudioInfo.cpp:1033] UnrealEditor_AdpcmAudioDecoder!FADPCMAudioInfo::StreamCompressedData() [ADPCMAudioInfo.cpp:893] UnrealEditor_AudioMixer!Audio::FAsyncDecodeWorker::DoWork() [AudioMixerSourceDecode.cpp:187] UnrealEditor_AudioMixer!FAsyncTaskBase::DoWork() [AsyncWork.h:289] UnrealEditor_AudioMixer!FAsyncTaskBase::DoThreadedWork() [AsyncWork.h:313] UnrealEditor_Core!FQueuedThread::Run() [ThreadingBase.cpp:1387] UnrealEditor_Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:149]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-209483 in the post.