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Old 02-07-2011, 08:01 PM   #31
Plover
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Looks like an OpenAL crash. I turned off sound after this and it hasn't happened again.

Code:
Thread 4 Crashed:
0   com.apple.audio.OpenAL        	0x015268a3 CAMutex::Lock() + 31
1   com.apple.audio.OpenAL        	0x0152f241 OALBuffer::ReleaseBuffer(OALSource*) + 29
2   com.apple.audio.OpenAL        	0x015274d8 BufferQueue::RemoveQueueEntryByIndex(OALSource*, unsigned long, bool) + 68
3   com.apple.audio.OpenAL        	0x0152bec8 OALSource::RemoveBuffersFromQueue(unsigned long, unsigned int*) + 684
4   com.apple.audio.OpenAL        	0x0151bd80 alSourceUnqueueBuffers + 261
5                                 	0x0031ea9e SoundStream::update() + 206
6                                 	0x003121aa SoundManager::internal_thread() + 186
7                                 	0x006aa8a8 ThreadedClass::thread_proc() + 184
8   libSystem.B.dylib             	0x988a585d _pthread_start + 345
9   libSystem.B.dylib             	0x988a56e2 thread_start + 34
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Old 02-07-2011, 08:03 PM   #32
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Quote:
Originally Posted by Plover View Post
Looks like an OpenAL crash. I turned off sound after this and it hasn't happened again.

Code:
Thread 4 Crashed:
0   com.apple.audio.OpenAL        	0x015268a3 CAMutex::Lock() + 31
1   com.apple.audio.OpenAL        	0x0152f241 OALBuffer::ReleaseBuffer(OALSource*) + 29
2   com.apple.audio.OpenAL        	0x015274d8 BufferQueue::RemoveQueueEntryByIndex(OALSource*, unsigned long, bool) + 68
3   com.apple.audio.OpenAL        	0x0152bec8 OALSource::RemoveBuffersFromQueue(unsigned long, unsigned int*) + 684
4   com.apple.audio.OpenAL        	0x0151bd80 alSourceUnqueueBuffers + 261
5                                 	0x0031ea9e SoundStream::update() + 206
6                                 	0x003121aa SoundManager::internal_thread() + 186
7                                 	0x006aa8a8 ThreadedClass::thread_proc() + 184
8   libSystem.B.dylib             	0x988a585d _pthread_start + 345
9   libSystem.B.dylib             	0x988a56e2 thread_start + 34
Didn't happen to me (yet). Any way to reproduce it?
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Old 02-07-2011, 08:15 PM   #33
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Sound effects and music both work. After selecting my character, I'll be in the world and I can hear sounds. About 15 seconds later, the game will crash. I've reproduced this twice, the crash log is the same.

(See thread 4) http://asdfadsfasdf.pastebin.com/SmwEQngG


EDIT: A different OpenAL crash, not sure what triggers it. http://asdfadsfasdf.pastebin.com/eNg9fqbD
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Last edited by Plover; 02-07-2011 at 08:33 PM. Reason: Different OpenAL crash
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Old 02-07-2011, 11:42 PM   #34
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Quote:
Originally Posted by surak View Post
Didn't happen to me (yet). Any way to reproduce it?
If look on my crash logs are same with Plover.Crash of OpenAL....With sound turned of not one crash yet.
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Old 02-08-2011, 11:37 AM   #35
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Disabling sound has stopped it crashing after 10 seconds on my machine (quad-core iMac) and the latest updates have got a decent framerate, but archer guards (and some other characters) only have a head and weapon :S

Last edited by Slapphead; 02-08-2011 at 12:42 PM.
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Old 02-08-2011, 01:25 PM   #36
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Quote:
Originally Posted by Slapphead View Post
Disabling sound has stopped it crashing after 10 seconds on my machine (quad-core iMac) and the latest updates have got a decent framerate, but archer guards (and some other characters) only have a head and weapon :S
Hmm NPC look ok for me.
But no changes of frame rate.
-Fixed pipeline around 50 fps
-Shader 2.0 around 40 fps
-Shader 3.0 around 25-30 fps
-Shader 4.0 constant 1 frame at 3 sec ) unplayeble yet.

Sound still crashing...i cant figur that make OpenAL to crash...

Ive made a video record with OpenAL crash..maybe anothers will figure out:

http://fulga.cablevision.ro/ro_on_ma...enal_crash.mov

Last edited by HidraA; 02-08-2011 at 02:17 PM.
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Old 02-08-2011, 06:09 PM   #37
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Can you try setting snd_safe_mode in game.cfg to see if it helps?
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Old 02-08-2011, 09:46 PM   #38
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Quote:
Originally Posted by surak View Post
Can you try setting snd_safe_mode in game.cfg to see if it helps?
snd_safe_mode seems to have fixed it. Been in game for a few minutes now with music on/effects on, and no crashes.
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Old 02-08-2011, 09:54 PM   #39
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Other small issues I've noticed:
  • When running if you drag left mouse to change the camera, the camera doesn't adjust smoothly (it does if standing still though)
  • On a 2nd display, right mouse dragging to turn doesn't work. When calculating the initial mouse offset you need to check which NSScreen the game window is currently on (so the initial drag offset is 0, not first_screen_width).
  • If you drag right mouse to turn, and then release, the game will visually show your mouse but it won't allow it to move for a split second. This makes it difficult to turn and then select something.
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Old 02-08-2011, 10:34 PM   #40
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Quote:
Originally Posted by surak View Post
Can you try setting snd_safe_mode in game.cfg to see if it helps?
I set snd_safe_mode = 1 in the game.cfg, I crashed
Code:
Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x000000002ca01000
Crashed Thread:  0  Dispatch queue: com.apple.main-thread

Thread 0 Crashed:  Dispatch queue: com.apple.main-thread
0   com.apple.audio.OpenAL        	0x015306e3 std::vector<BufferInfo, std::allocator<BufferInfo> >::erase(__gnu_cxx::__normal_iterator<BufferInfo*, std::vector<BufferInfo, std::allocator<BufferInfo> > >) + 39
1   com.apple.audio.OpenAL        	0x015294e4 BufferQueue::RemoveQueueEntryByIndex(OALSource*, unsigned long, bool) + 80
2   com.apple.audio.OpenAL        	0x0152956a OALSource::FlushBufferQueue() + 120
3   com.apple.audio.OpenAL        	0x0152a559 OALSource::~OALSource() + 67
4   com.apple.audio.OpenAL        	0x01524069 OALContext::CleanUpDeadSourceList() + 105
5   com.apple.audio.OpenAL        	0x015256e5 OALContext::RemoveSource(unsigned int) + 165
6   com.apple.audio.OpenAL        	0x0151e334 alDeleteSources + 142
7                                 	0x0031e9af SoundSource::remove_src(unsigned int) + 319
8                                 	0x0032044d SoundStream::~SoundStream() + 125
9                                 	0x003209d8 WavStream::~WavStream() + 40
10                                	0x0030ebac SoundManager::sound_timer_callback() + 268
11                                	0x00690169 void tev_accumulator::operator()<sigc::internal::slot_iterator_buf<sigc::internal::signal_emit0<void, tev_accumulator>, void> >(sigc::internal::slot_iterator_buf<sigc::internal::signal_emit0<void, tev_accumulator>, void>, sigc::internal::slot_iterator_buf<sigc::internal::signal_emit0<void, tev_accumulator>, void>) const + 73
12                                	0x0068f75f TimerEventBase::time_reach_event() + 383
13                                	0x006890ca CentralTimer::time_reach_event(TimerEventBase*) + 58
14                                	0x00689fe8 CentralTimer::update() + 792
15                                	0x000eec99 ClientBase::iterate() + 57
16                                	0x0003e57c GameClient::iterate() + 28
17                                	0x0010b414 MainLoop::iterate() + 20
18                                	0x000361b9 main + 393
19                                	0x00036019 start + 53
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