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I added a channelgroup to one of my engine examples and now the engine locks up when I call System_Close. Can I get a debug version of 34 so I can try and figure out what’s going on? I’ve been trying to figure it out using VC++ but I don’t get anything useful out of the stack trace.

Edit: Also, channels seem to remain in a channel group even after they’ve finished playing and become invalidated. Is this correct? It doesn’t seem right to me.

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[quote="brett":sicq9wjw]A debug version doesn’t really help anyone because it doesnt let us debug the problem. A reproducable case is better.

We don’t feel the need to try and clean up the channelgroups each time a sound stops, it is unescessary cpu exense really, so the behaviour is correct.[/quote:sicq9wjw]But I don’t know how to reproduce it until I know where it’s crashing. This isn’t a simple application – 70k+ lines of code.

I guess I can always just leave System_Close and System_Release commented out; it exits fine that way. 😛

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[quote="brett":31nl1ryf]It still wouldnt help at all just to know what function it crashed in. I can probably already guess its in a release function.
if you’re releasing the master channelgroup then don’t do that.

Otherwise i managed to reproduce a hang but not a crash if you don’t release the other channel groups. I’m just cleaning up some of that stuff now.[/quote:31nl1ryf]It’s hanging, and no, I’m not releasing the master channelgroup. We’ll see if your fix takes care of it, then – that might be what I’m experiencing (though I’m pretty sure I’m releasing my channelgroups).

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[quote="brett":yc4b2anm]oh you did say lockup instead of crash, so i assume it is that then, and it is caused by not releasing all of the relevant channel groups.[/quote:yc4b2anm]Will releasing the channelgroup unset the channelgroup of all the channels that used it? That might be the problem.

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35 fixes this, thanks! I must have a circular reference somewhere preventing me from releasing my channelgroups.

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