Bink causes crash when finishing playback after 5.8 upgrade

Simply play a Bink through a widget which uses the blueprint call Play on a BinkMediaPlayer instance. Wait for the video to end.

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Steps to Reproduce
Crashes in PIE and with packaged builds after a Bink video plays. This has started happening after upgrading to 5.8. The repro rate is around 50%. We’ve also experienced some audio playback issues while the Bink is playing.

I’ve attached 2 call different callstacks we’ve seen.

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The first thing I would do is make sure you are on the latest Bink integration - you can grab those from 5.8.x. You want both the Bink binaries (2026.06) and the latest shim integration. The audio speaker and frequency are set in BinkMediaPlayerModule.cpp in the call to BinkHLInit() - you should be able to change whatever you want there…

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Not sure what to have you try then - want to send us a repro for the crash to look at? Maybe something is happening during upgrade? This is only PIE?

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That’s probably just the runtime resampler - I would just mix 48000 audio so you don’t hit that path…

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You might just be seeing the audio compression then - it certainly wasn’t trained on sine waves, haha. Try exporting it with Convert File in the Bink2Unreal - back into a wave file. If the wave sounds bad, then you are just looking at compression artifacts. You can set the lossy level of the audio compression when you create the file, but it is a lossy codec…

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Some additional information on the audio issues we’re having:

  • Surround playback defaults to stereo; even with the bink audio format set to 7.1, we can only get playback in 2.0
  • Audio quality; we’ve noticed a significant degradation in audio quality. Here are two screenshots of the frequency response of input vs output.

Input:

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Hi Jeff,

Thanks for the reply. We’ve checked perforce and we are definitely using the most up to date versions available on UE Main

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Sorry for the late reply. We have managed to resolve the crash, but we are still experiencing poor audio quality when playing binks.

I have managed to reproduce this in vanilla project which I can share with you if you think that would be helpful.

The test audio we used in the source video file is a; sine sweep, 15 seconds, 44.1 kHz, 32 bit.

The bink was created with the settings attached

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We’ve tested mixing it at 48 kHz and still seeing the same problem. I have attached the test bk2 file, you can repro the issue when playing back it in the Bink2Unreal.exe

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