Scrubbing audio in sequencer crashes

We have a sequence with an audio file in it that is triggering crashes. There seem to be less crashes when forcing the audio file to ForceInline instead of Inherited loading behaviour.

the Wav is 318 seconds and 44100 sample rate, 2 channels

Its included in the sample project attached in the attachments folder, but it’s really hard to consistently trigger the crash. If it seems to you like the crash is not related to the audio, i can attempt to provide a better repro project.

Steps to Reproduce
Scrub the sequencer audio track quickly in the attached project

Hey there,

Thanks for sending the repro, but this does not look like an audio crash. The crash is related to instance meshes in your world scene rendering.

Dustin

I was able to trigger a crash again in the same file. It happens when scrubbing the sequencer quickly.

The consistent line i see near the end of most if not all of these logs is this

Error: appError called: Assertion failed: InGrain.CurrentReadFrame >= DecodedChunks[InGrain.DecodedDataChunkIndex].FrameStart

In a Sound Wave Scrubber class…

Ive attached another crashlog.

I dont even think we have any instances in our scene.

One random thought, we have these GeometryCache components (alembic) that are attached to some of our blueprints, most of them are empty, but they are placeholders to receive alembic files down the road. I see some warnings about those in the log is there any chance those are causing the problem?

No I don’t think this is the case, I do see the line in this latest crash you sent along. I’ll get this in front of the dev team. In the meantime you can try turning off granular scrubbing with this cvar:

Sequencer.Audio.EnableGranularScrubbing = 0This will make it so that you can’t hear the audio while scrubbing the audio for the moment. Not ideal, but could prevent the crash. Let me know if it does so I can use that in front of the dev team. I haven’t been able to reproduce the crash no matter how fast I scrub your example..

Dustin