Sound file with incorrect format crashes the engine (DEF-3148)

How can I see if a wav is missing an end tag? I also have a .wav that crashes the game.

Log and WAV file.
https://drive.google.com/open?id=14s8LUZ4B3Rh7vsblHMa-X6rCW6exBuwL

The WAV file was rendered directly from ableton and I would be surprised if it was in some way not apt.

edit: I changed the WAV file for a different wav file (though it was from the same ableton session) and got the crash again.

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You can PM me the wavs and I’ll test them

Wav here:
https://drive.google.com/open?id=14s8LUZ4B3Rh7vsblHMa-X6rCW6exBuwL1

(I assume the problem is the same with each one)

Says not found for me, you should be able to put in a zip to upload here.

WAV and log-20180225T173538Z-001.zip (1.9 MB)

Please see attached. Thanks Pkeod for your assistance.

I can confirm that the wavs do crash the engine here on Windows 10 for whatever reason.

I opened up the bombbeepmain.wav into audacity, and then exported it with no changes. It produced a wav which didn’t crash the engine - it plays properly. So you should probably download audacity (free) and export your wav files through it to produce versions which play properly.

2018-02-25%2011_55_37-WAV%20and%20log


On left exported wav, on right your original.

Thanks Pkeod. Ableton exports in your desired bit-rate so I rendered them again without audacity.

The manual states

Should be set to a sound file in your project. The file should be in Wave or Ogg Vorbis format with a sampling rate of 44100. (See WAV - Wikipedia and Vorbis - Wikipedia for details).

It would seem that bits per sample should also be 16 to ensure that WAVs work correctly.

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We should detect and warn about incorrect bits per sample and frequency when building, or better yet handle it properly at runtime. I’ll open a ticket when I get to the office.

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Split this into a separate topic and created DEF-3148