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Bizarre VideoPlayer errors - 0x8007000e, Unexpected error code (10), Cannot read file, Ran out of memory

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After loading videoclips(either the same videoclip; or a couple different clips) and displaying it/them on different VideoPlayers, I get this consistent pattern of errors: -- VideoPlayer cannot play clip : Filepath/clip.m4v Cannot read file. -- VideoPlayer cannot play clip : Filepath/clip.m4v Unexpected error code (10). -- WindowsVideoMedia error 0x8007000e while reading C:/ProjectPath/Library/Artifacts/b5/b572d41ffa4e038f6a075a2a0bca64ea Context: IMFSourceReader::WaitForSample in StepAllStreams Error details: Ran out of memory Track types: Unreadable Track -- The only thread that I found that was similar to my issues is this one: https://answers.unity.com/questions/1574071/windowsvideomedia-error-0x8007000e-wat-dis-do.html However, implementing any sort of "wait for load" method that I tried does not seem to help. Ie. IEnumerator LoadClip() { videoPlayer.Prepare(); while (!videoPlayer.isPrepared) { yield return new WaitForSeconds(0.2f); } videoPlayer.Play(); } None of the "preparation" solutions I've come up with seem to work. I've tried a couple of variants, like WaitUntil(), trying to load the clip through Resources.Load(), etc. but the outcome is the same - the first few videoplayers work fine and, at about 5, more videoplayers just break and start displaying those errors and refusing to play the clips. I've tried this on a variety of video files, so I don't think it's a problem with any single video file. I can't imagine it's possible that Unity's VideoPlayer actually runs out of memory if you're playing a literal handful of video clips of tiny videos, so what's going on? What am I missing here?

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