Audio Device Manager not working

Hey guys, i’m having an issue with sound devices in UE5.3… unreal can’t seem to open any sound device at all. Audio Mixer completely broken.
Error in console is:
LogAudio: Display: Initializing Audio Device Manager…
LogAudio: Warning: Audio Device Manager Initialization Failed!
LogAudio: Display: Beginning Audio Device Manager Shutdown (Module: )…

i’ve checked platform settings in WindowsEngine.ini etc. i’ve tried reinstalling audio drivers, uninstalling other audio drivers, reinstalling directX… nothing seems to help! Even in a brand new empty ue5 project, sound devices wont open. Audio devices open in other versions of the engine (5.2) just fine.

I’m guessing it’s a problem with my engine install… anyone got any other tips before i try to reinstall the engine?
And if anyone’s has any tips on how i could resolve this engine issue without reinstalling the engine completely that would be much appreciated. Thanks in advance!!

1 Like

Hi did you manage to solve this issue yet ?

No unfortunately not.

I have just tried reinstalling 5.3.2 but issue still persists.

Do you have the same issue?

It’s worth noting Audio Devices are working fine on same machine but 5.2.
Also, if I disable all audio devices from windows Device Manager, the UE editor successfully enables the audio mixer system (sounds can ‘play’ in editor), but obviously there is no device for it to play to.

This is my full error list.

LogAudio: Display: Initializing Audio Device Manager...
LogAudio: Display: Loading Default Audio Settings Objects...
LogAudio: Display: No default SoundConcurrencyObject specified (or failed to load).
LogAudio: Display: AudioInfo: 'BINKA' Registered
LogAudio: Display: AudioInfo: 'PCM' Registered
LogAudio: Display: AudioInfo: 'ADPCM' Registered
LogAudio: Display: AudioInfo: 'OGG' Registered
LogAudio: Display: AudioInfo: 'OPUS' Registered
LogAudio: Display: Audio Device Manager Initialized
LogAudio: Display: Creating Audio Device:                 Id: 1, Scope: Shared, Realtime: True
LogAudioMixer: Display: Audio Mixer Platform Settings:
LogAudioMixer: Display:     Sample Rate:                          48000
LogAudioMixer: Display:     Callback Buffer Frame Size Requested: 1024
LogAudioMixer: Display:     Callback Buffer Frame Size To Use:    1024
LogAudioMixer: Display:     Number of buffers to queue:           2
LogAudioMixer: Display:     Max Channels (voices):                32
LogAudioMixer: Display:     Number of Async Source Workers:       0
LogAudio: Display: AudioDevice MaxSources: 32
LogAudio: Display: Audio Spatialization Plugin: None (built-in).
LogAudio: Display: Audio Reverb Plugin: None (built-in).
LogAudio: Display: Audio Occlusion Plugin: None (built-in).
LogAudioMixer: Display: Initializing audio mixer using platform API: 'XAudio2'
LogAudio: Warning: Could not initialize hardware. Tearing down anything that was set up during initialization
LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called. InstanceID=1
LogAudio: Warning: FAudioDevice::Init Failed!
LogAudioMixer: Warning: Audio Platform Device: XAudio2 was not initialized. (File D:\build\++UE5\Sync\Engine\Source\Runtime\Windows\AudioMixerXAudio2\Private\AudioMixerPlatformXAudio2.cpp, Line 1504)
LogAudioMixer: Warning: Audio Platform Device: XAudio2 was already tore down. (File D:\build\++UE5\Sync\Engine\Source\Runtime\Windows\AudioMixerXAudio2\Private\AudioMixerPlatformXAudio2.cpp, Line 698)
LogAudio: Display: Destroying Audio Device 1: could not be initialized. Check AudioDeviceModuleName and AudioMixerModuleName in [Platform]Engine.ini.
LogAudio: Display: Main audio device could not be initialized. Please check the value for AudioDeviceModuleName and AudioMixerModuleName in [Platform]Engine.ini.

I’m guessing there is a problem with the XAudio2 .dll or somnething?
I’ve updated Windows in an attempt to reinstall DirectX12 but no luck.

Interestingly there is no D:\ drive on my machine, so not sure how that error is being thrown.

I’m wondering if someone who has more experience in engine source code could weigh in?
perhaps @Minus_Kelvin?

Last resort will be reinstalling Windows

Yeah I had but if I remember correctly Windows just didn’t have the correct devices by default