[Bf-committers] Game engine audio recode

Alexander Ewering blender at instinctive.de
Sun Dec 26 16:31:03 CET 2004


On Sun, 26 Dec 2004, Yann Vernier wrote:

> On Sun, Dec 26, 2004 at 01:25:44PM +0100, Alexander Ewering wrote:
>> Yesterday, I've tried game engine sound on yet another box (the third
>> one), and guess what - it didn't work.
>
> I'm one of those (few?) who can use the OpenAL sound. It works perfectly
> on the first game engine run but may go crazy on a second run, including
> weird noises and segfaults. The Linux binary releases are built on my
> build system, featuring libopenal packages version 0.2003020200-1.2
> (Debian). I should probably try to rebuild the most recent available, as
> my general use system has version 0.2004090900-1.1. Strange I never
> thought of this before.. will try this and report back with results!

I've tried the official 2.36 binary, and hitting P instantly results
in a segfault.

0x08567a30 in acBuildAudioCVT ()
(gdb) bt
#0  0x08567a30 in acBuildAudioCVT ()
#1  0x0854b6fb in _alBidCallDestroyCallbackSource ()
#2  0x0854afc1 in _alBufferCanonizeData ()
#3  0x0854ab69 in alBufferData ()
#4  0x0835ad1e in SND_OpenALDevice::LoadSample ()
#5  0x083578f5 in SND_Scene::LoadSample ()
#6  0x083a0d6e in BL_ConvertActuators ()
#7  0x083955fd in BL_ConvertBlenderObjects ()
#8  0x083911aa in KX_BlenderSceneConverter::ConvertScene ()
#9  0x08388a01 in StartKetsjiShell ()
#10 0x081b8ecc in start_game ()
#11 0x081ba6f0 in BIF_undo_menu ()
#12 0x00000100 in ?? ()
#13 0x00000000 in ?? ()
#14 0x00000000 in ?? ()
#15 0x18e10364 in ?? ()
#16 0x00000000 in ?? ()
#17 0x08a70a84 in ?? ()
#18 0x089a0250 in ?? ()
#19 0x08a7065c in ?? ()
#20 0x00000000 in ?? ()
#21 0xbffff7f8 in ?? ()
#22 0x081c147d in scrarea_do_winhandle ()
Previous frame inner to this frame (corrupt stack?)

libopenal version:

0.2004090900-1.1 (the most recent one)

| alexander ewering              instinctive mediaworks
| ae[@]instinctive[.]de   http://www[.]instinctive[.]de


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