I've just added sound to a game with the new sound mixer, and I have
random crashes as soon as a sound is added to the mixer :
http://www.alesk.fr/demo/palamax/horse/index.html
First, I had crashes only with plugin 11.5.2 and not with 11.5.6
Now I have a report with a crash on the 11.5.6 version too...
so could you test it please, and tell me your configuration if it's
crashing ?
thanks for your help !
(by the way, if you have any comments on the game itself, I would be
pleased to read them)
Alexx <alexxk...@gmail.com> Jan 29 12:17PM -0800 ^
alexxk...@gmail.com Jan 30 02:19PM ^
> The SW update that came out last week fixed the crash on our one
> problem Mac and on our beta testers' Win machines, but they still get
> the crash on at least one of their Macs.
My customer had the crash on his computer with the 11.5.2 plugin
after the update to 11.5.6, it was gone... but still here on another
computer
On my side, I can reproduce is on my Sony Vaio VGN-AW11M + Vista32
Family
Allen, if this info could help the dev team to find a solution to this
problem... please up
For now, I'm forced to disable the sound in my game during the
replay :'(
- Chris
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you can find the source code to reproduce the bug here :
http://www.alesk.fr/demo/soundbug/
(if you have a computer with this problem of course ... )
For now I have multiple reports, most of the crashes occurs on laptops
and/or macs
On 1 fév, 09:47, "Outside the Box Software"
My game also crashes on the Mac when the PitchShift filter is initiated when
playing sounds (which occurs pretty much all the time).
I really hope this can get fixed soon. One of the main reasons I switched my
game over to SW 11.5 was for improved compatibility with the newer browsers
and OSs.
Though not all Macs are having this problem, right? Just a select few? Alex
have you noticed any patterns yet with your bug reports?
- Chris
----- Original Message -----
From: "Alexx" <alexxk...@gmail.com>
To: "Director Game Developer List" <dirgame...@googlegroups.com>
Sent: Monday, February 01, 2010 1:35 AM
Subject: Re: Shockwave crash using the sound mixer
the PitchShift Filter
you can find the source code to reproduce the bug here :
http://www.alesk.fr/demo/soundbug/
(if you have a computer with this problem of course ... )
For now I have multiple reports, most of the crashes occurs on laptops
and/or macs
On 1 f�v, 09:47, "Outside the Box Software"
<i...@outsidetheboxsoftware.com> wrote:
> What sound filters are you using that you think is causing the crash?
>
> - Chris
>
--
I'm thinking I may just disable all sound for the Mac until this is sorted
out.
Alex recently narrowed the audio crash to the audio filters. It seemed like
just a small minority of computer configs (some Macs and laptops) were
affected by this. However I just updated my game ( SocioTown -
www.sociotown.com ) to Shockwave 11.5 (it was using SW 10.x) and a
surprising large percentage of players crashed with the audio filter bug.
I haven't tabulated all the crash logs but it felt like a good 20 - 30% of
players were crashing because of the audio bug. I personally had two
computers crash, a Mac and a Windows Vista desktop. My logs also show a
variety of windows machines also crashing.
Since the problem appeared to be fairly widespread even on Windows machines,
I came up with a temporary workaround until Adobe fixes the audio filter.
The workaround is a little tricky because with the audio bug, you don't
receive a "void" result or anything when you initialize the audiofilter, the
Shockwave movie either just exits the handler or the SW crashes altogether.
So here is what I did:
Step 1 -
I call this handler at the very end of the prepareMovie handler:
on TestAudioFilterFunctionality()
global gAudioFilterTestCompleted
gAudioFilterTestCompleted = false
myfilter = audioFilter(#PitchShiftFilter,[#shift:2])
gAudioFilterTestCompleted = true
end TestAudioFilterFunctionality
Step 2 -
Then on the startMovie handler, do this:
on startMovie
global gAudioFilterTestCompleted
if gAudioFilterTestCompleted = false then
-- Insert code or set flag to disable use of any audio that makes use
of filters
end if
end startMovie
Step 3 -
After you've successfully disabled any audiofilter code, you now need to
surpress the Shockwave error box. If you're not using it already, you need
to setup an Alerthook script. At the beginning of your alert hook script add
something like this:
global gAudioFilterTestCompleted
if gAudioFilterTestCompleted = false then return 1
This will surpress the error silently and the user won't know there was a
problem. Obviously this isn't an ideal situation but until the audio bug is
fixed this was the best solution I was able to come up with. If you're using
audio filters in your game/application, then you probably want to make use
of a variant of this code.
Hope it helps,
- Chris