bugAbstract Media Library - Bugs: bug #12948, Can't run game/test when...

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bug #12948: Can't run game/test when initAudio() is used

Submitted by:  XorfacX <xorfacx>
Submitted on:  Fri Feb 6 14:25:02 2009  
Category: NoneSeverity: 4 - Important
Priority: 7 - HighStatus: None
Privacy: PublicAssigned to: None
Open/Closed: Open

Mon Feb 9 20:19:02 2009, comment #1:

see task #4036

XorfacX <xorfacx>
Project Member
Fri Feb 6 14:25:02 2009, original submission:

Ok, ill try to explain what is actually the bug but it's not easy coz there is no crash.

When i try to run P0 or even the testAudio on my system, there is 50% chance (perhaps even more) that it will launch but simply stop/loop right on App::getInstance().initAudio().

It happen randomly, there is no crash and if i re run the game or the test it might do the same thing or run normally and go on to the next instruction.

First i thought it was due to bad/incorrect parameters inside initAudio() (frequency or channel pb) but it don't seems to be.

Anyway ive no other clue. It started a while ago (almost right after the lastest big update on sdlut's audio part) and still continue.
It never happens in release mode (or it's not so notciable due to compiler optimisation ?) but only in debug. I don't think it's a VS problem coz i've tested w 2005(+-sp1) and 2008(+-sp1) and the pb remains the same.

It's quite annoying coz sometimes i've to run the game 10 times before it can pass this code line and when you're in debuging phase u need to run the code often ;)

XorfacX <xorfacx>
Project Member


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