Build Number: 26146704 (Steam)
Platform: Steam
Operating System: Windows 11 Pro build 26100
Issue:
Content Editor (EssenceEditor.exe) crashes with a native System.AccessViolationException inside Audio.UpdateEventRouter() roughly 30-60 seconds after any Crafted Map scenario finishes loading. No dialog, no error message - the process simply vanishes.
The scenario itself parses fine - ImpassMap, SimTerrainCoverMap and Pathfinding all generate with valid checksums. The crash happens afterwards, in the audio update callback driven by a DispatcherTimer.
Crash stack (identical every time):
UnhandledException: System.AccessViolationException
at Audio.UpdateEventRouter()
at Essence.Editor.Bridge.Bridge.Update()
at Essence.EssenceEditor.Update(Object sender, EventArgs e)
at System.Windows.Threading.DispatcherTimer.FireTick(Object unused)
Log tail:
Loading step: [Scenario]
Regenerating ImpassMap data... Done with checksum [2275221057].
Regenerating SimTerrainCoverMap data...
Pathfinding::Regenerate() Done with checksum [2360230672].
Loading step: [Setup]
UnhandledException: System.AccessViolationException ...
Important: my project contains ZERO entities - no units, no buildings, no markers, no SCAR. Only the terrain was generated with Random Scenario + Terrain Layout Tool. So the crash is not content-dependent; merely loading a map triggers it.
Trigger Event:
Open the mod in the Content Editor and let the scenario load. Nothing else is needed.
Repro Steps:
- Launch EssenceEditor.exe (working directory set to the game install folder).
- Open a Crafted Map mod created with Random Scenario + Terrain Layout Tool.
- Wait for the scenario to auto-restore (log shows “Loading step: [Scenario]”).
- Within 30-60 seconds the process vanishes. No dialog, no error message.
Frequency: reproducible most of the time, but NOT deterministic - see the discriminating test below.
Key discriminating test:
- Editor with NO mod loaded (“Continue without a mod”): runs indefinitely (87+ seconds tested), never crashes.
- Editor with the mod loaded: crashes in 30-60 seconds. On one occasion it survived 127 seconds and rendered the 3D viewport normally.
Same files, non-deterministic outcome => native race condition, not data corruption.
Environment details:
- GPU: NVIDIA GeForce RTX 4060, driver 32.0.15.9174
- Additional display adapters present: OrayIddDriver Device, GameViewer Virtual Display Adapter (remote-desktop indirect display drivers)
- Virtual audio devices present: VB-Audio Virtual Cable, VB-Audio Hi-Fi Cable, VoiceMeeter (x3), FxSound Audio Enhancer
- 15.8 GB RAM (9.1 GB free during test)
- Editor FileVersion 1.0.0.0, SHA256 DF563DCDAB31E0B772B9239DA2C6058F86AA0063EC2359A0847E5057FAE4EFAB
Already ruled out (all tested):
corrupted .scenario.user; missing admin rights; Windows Controlled Folder Access (disabled on this machine); stale/corrupt cache directory (tested both cleared and restored); default audio device (NVIDIA HDMI vs onboard); disabling third-party virtual audio drivers; low memory; launching via Steam library vs direct exe; audio_river_detection_enabled = false; resetting Layout.xml / ProjectSettings.xml.
Suspicion:
The scenario’s “Sound Biome” property is and “Soundbanks” is empty (visible in the ScenarioProxy property panel). If Audio.UpdateEventRouter() dereferences a sound-biome/bank object without a null check during its periodic tick, that would produce exactly this AccessViolation at exactly this point.
Attachments:
My account is too new to upload files (the forum rejects attachments for new users), so I cannot attach the editor log or the project. If a developer needs any of the following, please reply and I will provide them by another channel:
- the full EssenceEditorLog.txt
- a crash report PDF
- the mod project (scenario ~43 MB)
- the terrain layout seed file (layout_new.lua)