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Assertion when starting a new Classic Doom game #461
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This does not (or in fact, very rarely) happen with This is with com_asyncSound 2 (those numbers in the 23XXX range are from Sys_Milliseconds(), i.e. milliseconds since game has started => they allow calculating the time elapsed between multiple logged events):
As you can see, the first time The same with
So BTW, if I open the menu after that (by pressing Escape), no error happens and the music starts playing again. Probably it's reloaded when the menu is properly opened? So now I know why it's a lot more likely to happen since 1.5.1 (in 1.5.0 the sound updates always were every 100ms). |
It happened a lot more since 504b572 Update sounds at ~60Hz instead of ~10Hz, fixes dhewm#141 (because then MixLoop() is more likely to be called in the narrow timeframe this can happen during level load) but could happen before. So far I only observed it when starting a new game in Classic Doom 3. See comment in the change and dhewm#461 for more information.
Assertion in
idSampleDecoderLocal::DecodeOGG()
:backtrace
Reproduction:
./dhewm3 +set fs_basepath ../../doom3data/ +set fs_game cdoom
->New Game
->Hurt Me Plenty
(or whatever)The soundsample is
sound/music/cdoomtheme.ogg
(the menu music), it has previously been purged viaidSessionLocal::ExecuteMapChange()
->idSoundSystemLocal::EndLevelLoad()
->idSoundCache::EndLevelLoad()
This bug didn't happen (or at least I can't reproduce it, maybe it happens less often) in 1.5.0 or when setting
com_asyncSound 2
which reduces the sound update frequency (how oftenMixLoop()
is called) to 10 times per second instead of 60 times per second.So it might be some kind of race condition?
I'll continue investigating, currently this is holding up releasing 1.5.2 RC2
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