UE-62389 - Mic stop capturing audio at 2nd load of app

I made simple class that capture voice input from mic and I build it for android .

when the app run for first time, the capturing working fine after passing record permission and I can see data voice data output, however, once I close the app and open it again, the Capturing state set to OK but I see no data at all .

If I disabled the mic permssion manually and restarted the app, it works fine once again, close it and open it , problem happen again .

Whats wrong ?!

Here is also the CPP file
// Fill out your copyright notice in the Description page of Project Settings.

#include "SoundCapture.h"
#include "OnlineSubsystemUtils.h"

// Sets default values
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

void ASoundCapture::EndPlay(const EEndPlayReason::Type EndPlayReason)
	isCapture = false;    

void ASoundCapture::FinishDestroy()
	isCapture = false;
	if (VoiceCapture.IsValid())

void ASoundCapture::StartCaptureVoice()
	VoiceCapture = /*FVoiceModule::CreateVoiceCapture("", 512, 32);*/      FVoiceModule::Get().CreateVoiceCapture();
	isCapture = true;

// Called when the game starts or when spawned
void ASoundCapture::BeginPlay()
	UE_LOG(LogTemp, Warning, TEXT("Custom player controller initialized"));
	isCapture = false;	

// Called every frame
void ASoundCapture::Tick(float DeltaTime)

	if (isCapture)
		VoiceCaptureBytesAvailable = 0;
		CaptureState = VoiceCapture->GetCaptureState(VoiceCaptureBytesAvailable);

		UE_LOG(LogTemp, Warning, TEXT("Bytes available: %d\nCapture state: %s"), VoiceCaptureBytesAvailable, EVoiceCaptureState::ToString(CaptureState));
		GEngine->AddOnScreenDebugMessage(-1, 0.1f, FColor::Yellow, EVoiceCaptureState::ToString(CaptureState));

		if (CaptureState == EVoiceCaptureState::Ok && VoiceCaptureBytesAvailable > 0)
			VoiceCaptureTotalSquared = 0;

			VoiceCapture->GetVoiceData(VoiceCaptureBuffer.GetData(), VoiceCaptureBytesAvailable, VoiceCaptureReadBytes);

			for (uint32 i = 0; i < (VoiceCaptureReadBytes / 2); i++)
				VoiceCaptureSample = (VoiceCaptureBuffer[i * 2 + 1] << 8) | VoiceCaptureBuffer[i * 2];
				VoiceCaptureTotalSquared += ((float)VoiceCaptureSample * (float)VoiceCaptureSample);

			VoiceCaptureMeanSquare = (2 * (VoiceCaptureTotalSquared / VoiceCaptureBuffer.Num()));
			VoiceCaptureRms = FMath::Sqrt(VoiceCaptureMeanSquare);
			VoiceCaptureFinalVolume = ((VoiceCaptureRms / 32768.0) * 200.f);
			VeryCleanString = FString::SanitizeFloat(VoiceCaptureFinalVolume);
			//VoiceCaptureVolume = VoiceCaptureFinalVolume;

			GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, VeryCleanString);

I’ve checked with monitor.bat , log at first time has no errors, but when I start the app once again i get this strange error E/AudioRecord(24604): start() status -38

Android 6 used .

Here is the full LOG FullLog

I made sure that I stopped and shutdown the IVoiceCapture on EndPlay() to release the resource , but it seems not , cuz I’ve checked on stackoverflow that this issue happened when I dont release the recordDriver on exit .
Here is the link https://stackoverflow.com/questions/20460892/audiorecord-start-status-38

Up , I think its a bug .


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I will once I’m home, but can at least we get some attention from developer staff if possible?


I’ve did bug report, however I forgot to include the Log , but I shared link of this thread with them . could u please if possible link the log file that I already attached in this thread to case number : Case # 00024739

as I know its critical to be included in the bug report . and I dont want to make a duplicate one just to include the log file


UP until death:D

there is a bug reported finally submitted .

Hope everyone vote for it to fix as soon

Does anyone could find a fast solution?

2021 sep and i ran into same bug.