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Result: Whenever love.audio.stop() is called, frames stop advancing and the game appears to hang. There are no obvious debug logs that point to a problem when the hang appears.
Additional information: I do not yet know what other scenarios cause this issue. Disabling all calls to love.audio.stop() is sufficient to allow a full TAS of mari0 to be completed. We have assistance from the mari0 developers as needed, but this appears to be an issue with the interaction between libTAS and the love framework itself.
The text was updated successfully, but these errors were encountered:
dwangoac
changed the title
The love 11.1 framework hangs when love.audio.stop() is called
Games written in the love 11.1 framework hang when love.audio.stop() is called
Aug 7, 2018
Steps: Play a game that uses the love 11.1 framework (https://bitbucket.org/rude/love/) and trigger an action that causes love.audio.stop() to be called, such as going down a pipe while playing mari0 (https://github.com/Stabyourself/mari0).
Result: Whenever love.audio.stop() is called, frames stop advancing and the game appears to hang. There are no obvious debug logs that point to a problem when the hang appears.
Additional information: I do not yet know what other scenarios cause this issue. Disabling all calls to love.audio.stop() is sufficient to allow a full TAS of mari0 to be completed. We have assistance from the mari0 developers as needed, but this appears to be an issue with the interaction between libTAS and the love framework itself.
The text was updated successfully, but these errors were encountered: