Essentially this bug is occurs when a user plays a specific audio which happens to be a static popping sound. When this is played, all other players using the boombox will have their audios crashed until the static popping sound is stopped.
This bug started happening recently as I moderate for a game where there is a boombox product and players can play audios. A user joined the game with the name “AudioCrashHolder” and started playing the static popping sound.
It’s like every other week that another one of these audio crash IDs get released. How hard is it to just automatically reject all these corrupted sound files anyway?
The playback software that the asset moderators use probably differs in implementation from the software library used to play audio in-game (FMOD). That’s why the former could have bugs that aren’t presented in the latter or vice versa. It could be that the moderator hears nothing strange in the audio that way. This is why it’s good to keep filing bug reports on these so they can build in exceptions for whatever this audio is doing in the pipeline.
Oh, thanks for the reply. When I downloaded the sound file and tried playing it, I just got an error saying the file is corrupted. But it’s still weird how they couldn’t have some bot just automatically reject these corrupted files anyway (for the moderation process).