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When you start using x-ray detector, then the game crashes because of lack of sound #1966
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Is this reproducible without renaming the sound (meaning it crashes everytime the device is used)? That the sound is missing was already identified here. But this error log should have no effect, as this simply results in the related function call returning So I wonder if that is an issue with the sound part, or the actual effects of using the X-Ray device. |
Yes, it crashes everytime when device has been used. But as I mentioned this is not happening at once. It is somehow delayed. Sometimes after several turns or after the battle when I'm leaving the sector etc. |
Sounds like memory corruption then, not really related to the sound, perhaps not even the detector. But that's hard for you to debug, since it requires something like valgrind or ASAN (manual building). |
@Inveriss, it sounds as if you're building the source yourself? In that case, building either a Debug or at least a RelWithDebInfo build and running the game under a debugger should allow you to get a stack trace where exactly the crash happens. |
Unfortunately my coding experience is near to zero. I can only compile the code with simple static changes like in this issue. I'm making a small mod for Stracciatella and when I hit some issue, then I'm just sharing with you guys. |
What is wrong
Hello
Everything with the game was just fine until I went to Balime to create x-ray detector. While in battle was using it, then after a while the game crashes. It was not crashing at the same time I press the button.
I checked the code and in the "Utils / Sound_Controll.cc" in line 307 there is indeed such an entry, but when I unpacked Sounds.slf I did not found such file.
I renamed with "REMOTE ACTIVATE.WAV" because it should be the most similar sound and it seems that the game is not crashing anymore.
Thanks
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