2021.2.0f1 removes audio on dedicated server

Before this version of unity servers would remove the gfx which is fine. it is now removing the audio system and causing the server to crash.

Not sure at the moment how to even approach this. We use audio extensively. Our server code uses a lot of the client code so the audio is carried along.

More info it is crashing in the unity audio module. I am going to see if
AudioListener.pause stop it from being accessed.

C:\buildslave\unity\build\Modules\Audio\Public\AudioSource.cpp(324) : Error executing GetAudioManager().GetFMODSystem()->createChannelGroup(“ASrcDryGroup”, &m_dryGroup) (An invalid object handle was used. )
C:\buildslave\unity\build\Modules\Audio\Public\AudioSource.cpp(332) : Error executing GetAudioManager().GetFMODSystem()->createChannelGroup(“ASrcWetGroup”, &m_wetGroup) (An invalid object handle was used. )

=================================================================
Native Crash Reporting

Got a UNKNOWN while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.

=================================================================
Managed Stacktrace:

at <0xffffffff>
at UnityEngine.AudioSource:PlayOneShotHelper <0x00012>
at UnityEngine.AudioSource:PlayOneShot <0x0004b>
at Freighter:Start <0x000af>
at System.Object:runtime_invoke_void__this__ <0x0005a>

Crash!!!

You should fill a bug report. The Editor should not crash. I can’t say for sure without having code to debug, but I know that standalone and server are now split as two platforms, so it’s maybe due to that.

I am experience the same exact problem. @ Where you able to find a fix for this? Did you file a bug?

also having this issue on a build with the new dedicated server platform.

edit: just saw the fix note with the 2021.2.3 release
edit2: can confirm that version fixed the issue!

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Sorry I wasn’t getting email alerts and didn’t realize there were responses on this. Glad to see it was fixed though. The Audio pause worked for us and I just moved on to other issues at the time.

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