Description

If a device has no available input or output devices, activating an Audio Capture component will cause the device to crash. Occurs in Editor and Runtime. 

Assertion failed: NumTotalFrames > 0 [File:E:\SMoyls_UE5_Release-5.0\Engine\Source\Runtime\AudioMixer\Private\AudioMixerSource.cpp] [Line: 845] 
Steps to Reproduce

1) Launch RDP on the host machine
2) Click on the Local Resources tab
3) Under Setting... set Remote Audio Playback to Do Not Play
...
If you are working locally:
1) Open Sound Settings on Windows
2) Click on Manage Sound Devices
3) Disable all Input and Output devices (click on the device and then select Disable)
...

4) Launch AudioQA
5) Open the map AQ_AudioCapture
6) PIE
7) Move the camera in front of the Activate button to activate an Audio Capture Component

Expected Result:
 Component is activated without issue

Actual Result:
 Editor crashes

 

Callstack
UnrealEditor_AudioMixer!Audio::FMixerSource::PrepareForInitialization() [AudioMixerSource.cpp:846]
UnrealEditor_Engine!FAudioDevice::StartSources() [AudioDevice.cpp:4227]
UnrealEditor_Engine!FAudioDevice::Update() [AudioDevice.cpp:4537]
UnrealEditor_Engine!FAudioDeviceManager::IterateOverAllDevices() [AudioDeviceManager.cpp:963]
UnrealEditor_Engine!FAudioDeviceManager::UpdateActiveAudioDevices() [AudioDeviceManager.cpp:944]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [EditorEngine.cpp:2052]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [LaunchWindows.cpp:283]
UnrealEditor!WinMain() [LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [exe_common.inl:288]

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Fixed
ComponentUE - Audio
Affects Versions5.05.1
Target Fix5.1
Fix Commit21705785
Main Commit21705785
CreatedAug 12, 2022
ResolvedAug 30, 2022
UpdatedSep 11, 2022
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