Hey guys,
got a problem playing a very short sound (less 0,5secs) in Beta 3.4.0.7
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Illegal exception
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An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x778D3306 ; program pointer is +77, ACI version 3.4.0.7, gtags (4,0)
AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.
in "GlobalScript.asc", line 372
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An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
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OK
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#9 is the line in question
//GlobalScript
cCar.LockViewFrame(8, 2, 0);
AudioChannel *sfx = aEngineIdle.PlayFrom(1000, eAudioPriorityHigh, eRepeat);
sfx.Volume = 20;
object[5].Move(cHag.x-30, cHag.y-21, 4, eBlock, eAnywhere);
aFireWorkWhistle.Stop();
aHit.Play(eAudioPriorityVeryHigh, eOnce);
object[5].Move(cHag.x+10, cHag.y+10, 7, eBlock, eAnywhere);
object[5].Visible = false;
object[3].Visible = true;
Can someone tell me what the problem is?
Could you upload crash dump? (and/or MP3 file)
New CrashDump. Doesn't seem to be the mp3 (works on another place)
I changed "aHit.play(...);" to "AudioChannel *Hit = aHit.Play(...);" and the error line wandered up to line #7
Does this link work?
dumpfile (https://www.dropbox.com/s/w6k7je8jizzvl2f/CrashInfo.3.4.0.7.dmp?dl=0)
The dump looks strange... Say, do you have any temporary overlays created before this script runs? Because it looks like the crash occurs during the blocking object movement, when the game decides to delete overlay from screen.
Also, I could try running the compiled game under debugger, if that is acceptable for you to send me it; that could make things bit faster.
I've had problems with the AGS mp3 player before, it got "solved" when I converted the mp3file to ogg. You could try using ogg aswell and tell if the problem persists. Good luck.