UE4Editor does not open when there are no audio input or output devices available.
The editor hangs at 83% after it initializes the AudioMixer.
This issue looks like it was caused by CL 4396954.
Ethan made a change to Perform an audio render thread command flush in that change.
I had pulseaudio uninstalled because I was testing [Link Removed] - No Editor Audio on Linux when using ALSA.
REGRESSION: Yes
Broken: //UE4/Main CL-4398312
Worked: //UE4/Main CL-4395058
1. Uninstall pulseaudio
2. Restart the computer
3. Open the System Settings > Audio and ensure that there are no audio devices listed
4. Open UE4Editor
RESULT:
UE4Editor does not open when there are no audio input or output devices available
at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformProcess.cpp:316 #2 FGenericPlatformProcess::Sleep (Seconds=<optimized out>) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformProcess.cpp:304 #3 0x00007fba6ff7c948 in Audio::FMixerSourceManager::FlushCommandQueue ( this=<optimized out>) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/AudioMixer/Private/AudioMixerSourceManager.cpp:2145 #4 Audio::FMixerDevice::FlushAudioRenderingCommands (this=0x0) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/AudioMixer/Private/AudioMixerDevice.cpp:914 #5 0x00007fba8b7cb442 in FAudioDevice::Flush (this=<optimized out>, WorldToFlush=<optimized out>, bClearActivatedReverb=<optimized out>) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Engine/Private/AudioDevice.cpp:4672 #6 0x00007fba8b7ca5b6 in FAudioDevice::Teardown (this=0x7fb9eca273c0) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Engine/Private/AudioDevice.cpp:404 ---Type <return> to continue, or q <return> to quit--- #7 0x00007fba8b7c99bf in FAudioDevice::Init (this=0x7fb9eca273c0, InMaxChannels=<optimized out>) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Engine/Private/AudioDevice.cpp:325 #8 0x00007fba8b7f0d41 in FAudioDeviceManager::CreateAudioDevice ( this=0x7fb9ec18bc80, bCreateNewDevice=<optimized out>, OutResults=...) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Engine/Private/AudioDeviceManager.cpp:405 #9 0x00007fba8b7f04c1 in FAudioDeviceManager::CreateMainAudioDevice ( this=0x7fb9ec18bc80) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Engine/Private/AudioDeviceManager.cpp:313 #10 FAudioDeviceManager::Initialize (this=0x7fb9ec18bc80) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Engine/Private/AudioDeviceManager.cpp:249 #11 0x00007fba8c8b7110 in UEngine::InitializeAudioDeviceManager ( this=0x7fba1b549a00) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:2736 #12 0x00007fba8c89ddc0 in UEngine::Init (this=<optimized out>, InEngineLoop=<optimized out>) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:1437 ---Type <return> to continue, or q <return> to quit--- #13 0x00007fba84b5fc89 in UEditorEngine::InitEditor (this=0x7fba1b549a00, InEngineLoop=0x7ffe868279c8) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Editor/UnrealEd/Private/EditorEngine.cpp:583 #14 0x00007fba84b64c53 in UEditorEngine::Init (this=<optimized out>, InEngineLoop=<optimized out>) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Editor/UnrealEd/Private/EditorEngine.cpp:945 #15 0x00007fba855e5b39 in UUnrealEdEngine::Init (this=0x7fba1b549a00, InEngineLoop=0x7ffe868279c8) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Editor/UnrealEd/Private/UnrealEdEngine.cpp:73 #16 0x0000000000421c66 in FEngineLoop::Init (this=<optimized out>) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:3013 #17 0x00007fba855eecd1 in EditorInit (EngineLoop=...) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Editor/UnrealEd/Private/UnrealEdGlobals.cpp:75 #18 0x000000000043176f in GuardedMain (CmdLine=<optimized out>) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Launch/Private/Launch.cpp:156 #19 0x00007fba8326f0d1 in CommonUnixMain (argc=<optimized out>, argv=<optimized out>, RealMain=<optimized out>) at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:245 #20 0x00007fba82536830 in __libc_start_main (main=0x43b7b0 <main(int, char**)>, argc=1, argv=0x7ffe8682a728, init=<optimized out>, fini=<optimized out>, rtld_fini=<optimized out>, stack_end=0x7ffe8682a718) at ../csu/libc-start.c:291 #21 0x0000000000417d99 in _start () at /media/epicdev/1090438d-6199-4958-8804-39fae81ae99e/Dev-Main/Engine/Source/Runtime/Core/Public/Delegates/DelegateSignatureImpl.inl:330
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-64506 in the post.
0 |
Component | UE - Platform - Linux |
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Affects Versions | 4.21 |
Target Fix | 4.21 |
Created | Sep 26, 2018 |
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Resolved | Oct 9, 2018 |
Updated | Oct 11, 2018 |