Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

The game crashes for me. It displays the title screen, some times I can go ingame, but it quickly crashes after that.

In the output window of a debugger I get

"avcore\audiocore\client\audioclient\audioclientcore.cpp(1501)\AUDIOSES.DLL!00007FFEEC3574E5: (caller: 00007FFEEC334FD5) ReturnHr(1) tid(2490) 887C0030 [04-03-24 18:20:26] Exception thrown at 0x00007FFF040D19BE: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF."

The sound is really bad, like it doesn't update quick enough (lots of noise and clipping).

That sounds bad! The audio system is just some WASAPI wrapper example I grabbed from a gist in a day and I don't really understand it. I'll try to do a serious pass over my audio mixing soon. Thanks!

I just watched the video were you try to figure things out, and I feel bad because I made a mistake.

The error message above contains two messages, it seems that the WASAPI message doesn't contain a new line, and might just be a warning with no real issue.

The second message is "[04-03-24 18:20:26] Exception thrown at 0x00007FFF040D19BE: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF." and that one is an issue in the AMD driver (I have a old Radeon RX580) it crashes somewhere in atio6axx.dll or sometime in a ntdll.dll called from the AMD driver.

It doesn't always crash at the same location. I also tried version 0.2 and that one crashes right away, but I believe it's in your implementation of Assert because it's writing 0 at address 0.

` mov             dword ptr [0x0], 0x0`

So its probably more a graphics issue.

I tried your other game "Dungeons Of Alhebra", and that one run just fine.

Also sometimes, I manage to go in the game and play it (I died a few times before it crashed), but the sound is wrong, I can ear the music and sfx, but it doesn't sound good. And it reminds me of an issue I got with WASAPI where if a user had vsync forced off in the driver (which I don't have), the frame rate could be faster than the minimun latency needed by WASAPI (I was using the delta time to compute how much audio data to send to the audio buffer, and it wasn't enough data). An quick and dirty fix for that was to always send a minimum of 0.16ms worth of sample to wasapi, until I did a proper implementation of audio.

If you'd like more information we can continue by e-mail.

Wow! Thanks for the new information! It sounds like two bugs now. Sure email allenw@mr4th.com and we can get to the bottom of the issue.

I sent you an e-mail a while ago, but didn't get any reply. Did you receive it ?