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My game has a mechanism to send in-the-field exceptions to me rather than to Microsoft. Received the following. No additional info known. Dump filename tells me it was Vista, flavor unknown.

FMOD VERSION: 4.14.01

ERROR:

Unhandled exception at 0x1007ab2d in armyofearth_cr_0.518_268938029_OS6.0.6000_589249761209361074.dmp: 0xC0000005: Access violation reading location 0x00e2b000.

CALLSTACK:

> fmodex.dll!1007ab2d()

Any comment from FMOD? Can you use this address?

Cheers,

Tom
Fundictive LLC
http://www.fundictive.com
http://www.armyofearth.com

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Hi Tom,
did the change to the latest version show any effect? We’re having some strange and seemingly random crash within the fmodex.dll as well and I’m still trying to find a way to reproduce it in order to be able to say whether the new version fixes it…

Cheers,
Konstantin

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Hi Folks,

> fmodex.dll!00bbe4ad()
[Frames below may be incorrect and/or missing, no symbols loaded for fmodex.dll]
fmodex.dll!00b711a5()

I am also getting random crashes in fmod recently. The sound seems to be fine, then it just crashes, i’m not sure how to debug to be honest. The dll version is : – 0.4.16.3

Some background: –

I am doing a racing engine – so i have a few wav samples that I change the frequency and volume of according to revs. I combined 2 wavs that were recorded at the RPM nearest to the current RPM. I also have tyre noise depending on the slipratio/angle of the tyre.

Hope this helps debug the problem, if i can provide any more info, please let me know.

All the best,
Ash

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And another:

Unhandled exception at 0x1007aaf3 in armyofearth_cr_0.518_268937971_OS5.1.2600_350443201210392456.dmp: 0xC0000005: Access violation reading location 0x015b1000.

> fmodex.dll!1007aaf3()
msvcrt.dll!77c2c3ce()
msvcrt.dll!77c2c3e7()

XP again

These are all separate computers.

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I won’t be updating my game/fmodex for a couple more weeks so won’t know anytime soon.

Have you reproduced the crashes yourself or is your product crashing in the field?

Tom
http://www.armyofearth.com

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i’ve just had another look at this and managed to reproduce it again (via some hacks/sleeping in the mixer etc) even with the latest code. I’ll look at why this is happening now and get a fix for this week’s release.

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Can I confirm that you are not doing non thread safe fmod calls, ie calling fmod from different threads? Overriding fmod callbacks without having threadsafe functionality in your callback code? Maybe you’re running out of memory? (system out of memory callback can catch that).

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Us, that is our QA and sometimes a programmer or someone else, has reproduced this, unfortunately without any known way to force it…

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Hi Brett,

I added some code to cap the volume between 0 and 1 and the pitch between 0 and 2x recorded pitch, it seems to cure my problems, it might be somewhere to start looking.

All the best,
Ash

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No, the game itself uses 1 thread only.

I overload the new operator and generate my own exception for failure, but haven’t seen that come up.

Can you use the addresses to determine the functions that it is crashing in?

Tom
[url:4iurs9ov]http://www.armyofearth.com[/url:4iurs9ov]

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Then you are in a better position than I – I’ve never seen it myself and wouldn’t know about the crashes except that I have a mechanism to receive crash dumps from the field.

All the callstacks I received were shallow, i.e. no application calls show.

I suggest you soak with the new version and follow up with the crash address(es) if you get any more…

Tom
http://www.armyofearth.com

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volume has nothing to do with resampling, but anyway I made a fix it is in the release which is out now.

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According to the map file that is inside the resampler in fmod’s mixer. As this never usually happens I can only assume you’ve run out of memory due to maybe setting up a memory pool incorrectly, or you have corruption. Your other thread seems to qualify that something strange is going on in your game, fmod just doesnt crash like the ways you mention.
For the out of memory case you can catch it in the system callback like I said, or run the logging version of fmod and it will spit out a line about the error as soon as it happens.

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Yes, I’l probably go for that. Our callstacks aren’t very helpful either, but we’ll see what happens with the new version. I’ll post any updates when I have them.

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Guess I’ll just keep posting crash addresses as they come up. Stability has improved significantly since the start of this thread though.

I’m now on fmodex v 4.16.08.

This is probably a NULL deref:

Unhandled exception at 0x1001abe8 in armyofearth_cr_0.522_268545000_OS5.1.2600_299636601218387169.dmp: 0xC0000005: Access violation reading location 0x00000000.

> fmodex.dll!1001abe8()

Tom
http://www.armyofearth.com

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These crashes are happening on a small percentage of game clients; I am guessing 1-2%. Certainly I have never seen such crashes myself and no user has mentioned it. I would never know about these crashes but for the minidump upload capability – so, what if the crashes are representative?

What is the system callback you are talking about?

As for the getDriverCaps failure in my other post – the entire init code preceding that is included in the post – is it flawed?

Cheers,

Tom
[url:3hw1gq2k]http://www.armyofearth.com[/url:3hw1gq2k]

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I’ve now deployed a new version of my game with the new fmodex.dll and the first minidump is:

Unhandled exception at 0x1007e0f3 in armyofearth_cr_0.520_268951795_OS5.1.2600_22725041212993170.dmp: 0xC0000005: Access violation reading location 0x02234000.

callstack:

> fmodex.dll!1007e0f3()

OS: XP

FMOD: 4.16.00

So it appears that some crash bugs persist. May not be the same code vicinity though.

Tom
http://www.armyofearth.com

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See System::setCallback

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Another one today.

Unhandled exception at 0x1004f213 in armyofearth_cr_0.520_268759571_OS5.1.2600_236017561214332901.dmp: 0xC0000005: Access violation reading location 0x2ebede60.

stack:
> fmodex.dll!1004f213()

Perhaps you FMOD guys can look up these addresses?

Cheers,

Tom
http://www.armyofearth.com

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Thanks. I’ll hook a custom RaiseException into that for the OOM case.

What about the getDriverCaps question – what is wrong with the code I posted in my other thread?

Tom
[url:1v6wn52e]http://www.armyofearth.com[/url:1v6wn52e]

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What version was that? It looks like it is somewhere around the mpeg synth (if using 4.16.00 mapfile is relevant to your version) – are you using mp3 data? If so are you using FMOD_CREATECOMPRESSEDSAMPLE or stream?
There was a change made in the latest versions that fixed seeking into an mpeg stream, tricking fmod’s decoder into thinking random data was actually an mpeg frame header, then decoding rubbish which caused this sort of problem.

Have you only had those 2 reports from the 10th to the 25th?

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