I think I’m getting a stack overflow crash. This error occurs on ios as soon as the audio is received from convai. Works fine on andriod and I’m able to chat with my npc, but not iphone.
I’ve tried using NPC AI Engine plugin version 4.1 and 4.2
Here are the last logs in the xcode console before it crashes
<color=grey>[14:38:39.558][Info][SDK]: [AudioTrackManager] AudioStream created successfully for Character 'ad7178ae-483d-11f1-9b48-42010a7be02e'</color>
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
Convai.Runtime.Logging.UnityConsoleSink:Write(LogEntry)
Convai.Domain.Logging.LogSinkExtensions:WriteIfEnabled(ILogSink, LogEntry&)
Convai.Runtime.Logging.ConvaiLogger:DispatchToSinks(LogEntry&)
Convai.Runtime.Logging.ConvaiLogger:LogMessageUnchecked(String, LogLevel, LogCategory, Exception)
Convai.Runtime.Logging.ConvaiLogger:LogMessage(String, LogLevel, LogCategory, Exception)
Convai.Runtime.Networking.Media.AudioTrackManager:HandleRemoteAudioTrackSubscribed(IRemoteAudioTrack, String, String)
Convai.Infrastructure.Networking.RemoteTrackSessionNotificationSupport:DispatchInline(Action)
Convai.Infrastructure.Networking.RemoteTrackSessionNotificationSupport:Notify(Delegate, Action, String, String, ILogger, String, Func`2, LogCategory)
Convai.Infrastructure.Networking.Native.NativeRoomController:HandleResolvedTransportAudioSubscription(TrackInfo, IRemoteParticipant, IRemoteAudioTrack, Boolean, String)
Convai.Infrastructure.Networking.Native.NativeRoomController:HandleRoomFacadeAudioTrackSubscribedCore(IRemoteAudioTrack, IRemoteParticipant)
Convai.Infrastructure.Networking.Native.NativeRoomFacade:OnTrackSubscribed(IRemoteTrack, RemoteTrackPublication, RemoteParticipant)
LiveKit.Internal.<>c:<FFICallback>b__109_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
<color=grey>[14:38:39.558][Info][SDK]: [AudioTrackManager] Audio track subscription completed for participant: ad7178ae-483d-11f1-9b48-42010a7be02e</color>
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
Convai.Runtime.Logging.UnityConsoleSink:Write(LogEntry)
Convai.Domain.Logging.LogSinkExtensions:WriteIfEnabled(ILogSink, LogEntry&)
Convai.Runtime.Logging.ConvaiLogger:DispatchToSinks(LogEntry&)
Convai.Runtime.Logging.ConvaiLogger:LogMessageUnchecked(String, LogLevel, LogCategory, Exception)
Convai.Runtime.Logging.ConvaiLogger:LogMessage(String, LogLevel, LogCategory, Exception)
Convai.Runtime.Networking.Media.AudioTrackManager:HandleRemoteAudioTrackSubscribed(IRemoteAudioTrack, String, String)
Convai.Infrastructure.Networking.RemoteTrackSessionNotificationSupport:DispatchInline(Action)
Convai.Infrastructure.Networking.RemoteTrackSessionNotificationSupport:Notify(Delegate, Action, String, String, ILogger, String, Func`2, LogCategory)
Convai.Infrastructure.Networking.Native.NativeRoomController:HandleResolvedTransportAudioSubscription(TrackInfo, IRemoteParticipant, IRemoteAudioTrack, Boolean, String)
Convai.Infrastructure.Networking.Native.NativeRoomController:HandleRoomFacadeAudioTrackSubscribedCore(IRemoteAudioTrack, IRemoteParticipant)
Convai.Infrastructure.Networking.Native.NativeRoomFacade:OnTrackSubscribed(IRemoteTrack, RemoteTrackPublication, RemoteParticipant)
LiveKit.Internal.<>c:<FFICallback>b__109_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
Sending mural intro speech prompt to ConvaiPlayer.
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
<SendIntroWhenReady>d__27:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

