Zipped sound files still crashes game (on exit)

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RasterRon
Posts: 53
Joined: Sun Oct 25, 2015 7:36 am
 
by RasterRon » Thu Jan 07, 2016 9:33 am
Hey guys,

I was wondering if there's a fix for this small issue with packed sounds. I have read some posts on the GG forums that if you need to pack sound files in zip format that you must set all sound profiles to preload = "false" or 0 which is what I have done. The sound and game loads perfectly, but now I'm getting crashes when I exit the game. I also tried one suggestion to convert all to wav files but still getting same results.

I know this is a small problem to deal with but I'm really curious if there is already a workaround that I have missed browsing the GG forums.

Thanks.
rlranft
Posts: 306
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Thu Jan 07, 2016 3:06 pm
Any errors in the log or nifty messages in the crash dialog? Is it an assert? I'm guessing the resource manager just isn't sure what to do with the handle because it's inside of another file, technically....
RasterRon
Posts: 53
Joined: Sun Oct 25, 2015 7:36 am
 
by RasterRon » Fri Jan 08, 2016 1:26 am
Thanks Richard. Here's what I'm getting in the log file.

Code: Select all

[Win32FileSystemChangeNotifier::internalAddNotification] : failed on [C:\Torque3D\My Projects\Test\game\sound\weapons] [2]
I also have relocated the sound folder up one directory, which is not a problem when it is unpacked.
rlranft
Posts: 306
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Tue Jan 19, 2016 2:44 pm
Almost looks like it's trying to "repack" the zip file with that "internalAddNotification" bit. I'll try to remember to poke my nose into it this weekend.
rlranft
Posts: 306
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Sun Jan 24, 2016 5:15 pm
Okay, I'm not having this issue in 3.8. My test file is relatively small. Here's my SFXProfile for the sound I'm using:
datablock SFXProfile(StirringItMain_music)
{
   filename = "art/sound/music/stirring_it_main";
   description = AudioStreamLoop2D;
};
Where .../music/... is art/sound/music.zip.
And here's the SFXEmitter I'm playing it through:
new SFXEmitter(LevelMusic) {
      track = "StirringItMain_music";
      playOnAdd = "1";
      useTrackDescriptionOnly = "0";
      isLooping = "1";
      isStreaming = "1";
      sourceGroup = "AudioChannelMusic";
      volume = "1";
      pitch = "1";
      fadeInTime = "0";
      fadeOutTime = "0";
      is3D = "0";
      referenceDistance = "1";
      maxDistance = "100";
      scatterDistance = "0 0 0";
      coneInsideAngle = "360";
      coneOutsideAngle = "360";
      coneOutsideVolume = "1";
      position = "72 69 247";
      rotation = "1 0 0 0";
      scale = "100 100 100";
      canSave = "1";
      canSaveDynamicFields = "1";
   };
The sound file is .ogg and only about 4.6MB - I can upload it somewhere if you want to see if it's this particular file or somehow file-dependent.

Though I do get an elephant's ass-load of "linux compatibility warning" spam in the console now....
RasterRon
Posts: 53
Joined: Sun Oct 25, 2015 7:36 am
 
by RasterRon » Sun Jan 24, 2016 11:23 pm
Awesome, thanks Richard! I will try and check this out.
rlranft
Posts: 306
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Mon Feb 08, 2016 2:50 pm
Did this go away? Do you need my sound file for testing?
RasterRon
Posts: 53
Joined: Sun Oct 25, 2015 7:36 am
 
by RasterRon » Mon Dec 05, 2016 12:42 am
Thanks Richard, it's been a while and I just got back using T3D again. It works great btw. :)
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