Quote from: Crimson Wizard on Sat 22/03/2014 20:50:09
What fix? I didn't do anything yet...
Oh, is that right? Well, I'd reviewed the past ~3m of patches and I swore I saw you commit audio fixes (including a thread locking fix from monkey_05_06). There were too many for me to review in detail, and I see now that his patch was a deadlock fix. Apologies for my sloppy review and assumptions made.
Anyway, the fact that the problem has been perturbed out of existence certainly makes it feel like a threading race condition. Probably it will come back.
Quote from: Crimson Wizard on Sat 22/03/2014 20:50:09
But we too got a report about what seems to be memory corruption (possibly a deleted object accessed from other thread).
I am currently in a process of refactoring sound channels and sound clip objects in the engine code. After this is done, I will try to change the way threading works. I am afraid the way it was done originally made things more complicated.
I recommend to just disable threading in games where it causes problems, - for now. Should be:Code: text [sound] threaded=0 // or remove the line completely
in acsetup.cfg.
For the projects I'm working with, we're already packaging a config file with the sound section empty, so the audio thread would not be run.