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Zipped sound files still crashes game (on exit)


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Posted

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.

Posted

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....

Posted

Thanks Richard. Here's what I'm getting in the log file.

 

[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.

  • 2 weeks later...
Posted

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....

  • 2 weeks later...
  • 9 months later...

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