View Full Version : Sound crashing during play
Reuhman
03-16-2008, 12:16 PM
Suddenly my sound becomes like a scratched record and i start lagging. then sound disappears completely and game runs fine. just no sound at all.
i'm not the only one that has experienced this.
Froste
03-16-2008, 01:08 PM
Suddenly my sound becomes like a scratched record and i start lagging. then sound disappears completely and game runs fine. just no sound at all.
i'm not the only one that has experienced this.
Do you have a .openalrc that defines the output?
makarios68
03-16-2008, 01:21 PM
Suddenly my sound becomes like a scratched record and i start lagging. then sound disappears completely and game runs fine. just no sound at all.
i'm not the only one that has experienced this.
I've been getting this for last few days.
I get the sound you describe then the animation runs slowly.
The slowness doesn't go - i have to relog...
Reuhman
03-16-2008, 03:43 PM
yeah i forgot to mention sometimes the game crashes just after the sound problem. and yes, i checked and the game runs a bit slower after the sound is gone.
Froste
03-16-2008, 06:59 PM
I don't know what sort of soundcards you guys have, but damn, get an sblive, I've never experienced any issues.
Reuhman
03-16-2008, 07:06 PM
i don't think it's related to the sound card. i've been playing for a year and never had such problems before...
but
it seems to be related to windows as i've not found anyone who had experienced this on linux yet.
Froste
03-16-2008, 07:10 PM
Ah I appologize, I thought this was a linux thread for some reason. Ok well nevermind then (:
n7zzt
03-18-2008, 10:36 PM
Also seems that Regnum is using 700MB+ of memory again... I thought the memory leaks were fixed.
Maybe it was only on Windows, because my Windows installation of Regnum dropped to 240-300MB memory used...
Meh...
nope. they are baaaaaaack!
my game last night started with under 200 MB in the game and over the course of 3 hours play time (before it crashed hard in linux), it had grown to 912 MB (14% of my available ram). the game froze 3 times for 1 minute durations and then, right before it crashed, it would freeze, slow way down and then core dump completely.
when it freezes, it shows these three states in ps:
R = runnable or in ranabble queue
L = has pages locked into memory (for real-time and custom IO)
l = is multi-threaded (using CLONE_THREAD, like NPTL pthreads do)
in any case, it appears that when in a threaded state such as above, its waiting on some I/O before continuing.
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