Hello,
When starting the editor with the PixelStreaming plugin enabled, and with -stompmalloc, we encountered a memory stomp in FAudioInput::PushAudio().
When calling FResampler::ProcessAudio(), the size of InAudioBuffer is supposed to be at least InSamples * InNumChannels, according to the code in libSampleRate in linear_vari_process()
The current code crashes when trying to read
priv->in_count = data->input_frames * state->channels ;
at line 110 in src_linear.cpp because priv->in_count is twice the size of the buffer (2 channels)
Our proposed fix is https://github.com/EpicGames/UnrealEngine/pull/13165. Could you confirm this looks right?
Thanks,
Damien