I have a few customers who are sending back error logs to me that indicate that my app is crashing on a call to FSOUND_Close().
I personally cannot reproduce this error, but I’ve received numerous error logs that show this is happening (my app has an error log auto-reporting feature similar to WinXP).
What are all the possible reasons this could be happening (that I can do something about) since I cannot isolate any particular factor as I cannot reproduce the error on my end? Perhaps there are steps I can take to avoid all possible causes?
Okay, cool. Actually, yes, I was using end callbacks. However, after the crash problem I described in another post a few days ago, I tried to streamline everything and simplify it just to see if I could either get rid of the problem or make it easier to diagnose.
Since my app supports WMA and end callbacks aren’t supported for WMA, I have to do a an IsPlaying() call to know when the song ends so I can move to the next one in the playlist. I figured if this method is good for WMAs, it’s just as good for OGGs, etc, so I removed the end callbacks.
Interestingly, I have had no more of those kinds of crashes since doing this (although I’m not at all certain that this was the problem). As for the FSOUN_Close() problem, I have no idea since I cannot reproduce it on my end.
I’d like to try the new DLL, but since I cannot tell from my own testing whether it has solved the problem, I’ll just have to put it with my app and release it into the wild. I’m getting ready to do a major release soon so I was wondering if there are any plans to release a new official version (like 3.71?) any time soon?
Don’t know if that helps:
Had a similiar problem a few days ago. I found out that when trying to close a stream more than one time (was a fault in a disposing method) I got a NullReferenceException. Probably this could be the same in your case.
- eyeluminator answered 14 years ago
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