The object being pointed to is not in the managed object pool [SOLVED]

Started by nightmarer, Tue 02/03/2021 17:51:33

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nightmarer

Hello.

QuoteAs I'm trying to play one music file I am receiving:
An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.5.0.29)

Error: Error running function '_run_dialog15':
Error: Pointer cast failure: the object being pointed is not in the managed object pool

It just happens with the new audios (since number 175) I am entering in the game. It doesn't happenen if play another audio file below 175.
Any idea?

One clue that may not have relation. When I enter a new audio the auto fillcode doesn't recognize this file it untill I restart AGS. Anyway, even adding the audio file and after restarting doesn't solve this issue.

Update: I made sure that the audio is able to be played in the audio menu.

Update: If I delete audio files, this last audio id goes down and now is it able to be played.

Crimson Wizard

This is weird.

As a random thought, how long are your clip names? AGS has still a hidden limit of 30 (or 29) chars for a audio name, but it does not warn about it.



Quote from: nightmarer on Tue 02/03/2021 17:51:33
Update: If I delete audio files, this last audio id goes down and now is it able to be played.

How exactly do you use audio in script (how do you play it)?

nightmarer

Quote from: Crimson Wizard on Tue 02/03/2021 18:19:42
This is weird.
As a random thought, how long are your clip names? AGS has still a hidden limit of 30 (or 29) chars for a audio name, but it does not warn about it.

The audio filename is aEden, so as you see is not really long.

Quote from: Crimson Wizard on Tue 02/03/2021 18:19:42
How exactly do you use audio in script (how do you play it)?

I am using this script, but let me tell you that it works perfect with any of the files below 175 id, even this same file now it works as I deleted 2 audio files just for testing.

Code: ags
static void SetBGM::Play(AudioClip *music, SetBGM_Channel index) { //Canal principal de música bgm para el 1 bgm para el 2
  if (music != seekaudio && Isaac.Room != 30) {
    SetBGM.Stop(seekaudio);
  }
  if (bgm[index] == null || bgm[index].PlayingClip != music) {
   bgm[index] = music.Play(); //Music is played
   seekaudio = music;
  }
  else if(music == null) {
    music.Stop();
  }
}

seekaudio is a global variable that stores the last song played, so if you enter in a room with the same song it won't play it back, it will just continue playing it.

Crimson Wizard

So basically it stops working if you add more than 175 sounds?

nightmarer

During the execution it stops and it pops up the message with the text I written above.

Crimson Wizard

This is a very strange error.

Would it be acceptable for you to send me a compiled game exe for testing?

nightmarer

Hi.

I've been trying to build an exe file, but I don't know why I am getting an error in this compiled file which I don't having while playing the game from AGS.
As soon as I got it I'll get back to you.

Regards.

Monsieur OUXX

 

nightmarer

Thank you, Monsieur.

I've been really busy during last weeks.
I want to first finish some parts of the game before I show any game file.

Regards.

nightmarer

Hi, this error has been fixed in the new version 3.5.1.
Thank you very much!

Crimson Wizard

Tbh I suspect the bug might still be there, but a situation that was causing it is no longer taking place in 3.5.1.

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