Open xianson opened 1 month ago
it seems to be fine on DS thanks to razeblock that's the correct one to use
nope still fucked this is the keen audio crash, WC guys report the same thing something about the audio sbc. another workaround is "converting to .xwm"
2024-07-28 11:45:48.820 - Thread: 1 -> Exception occurred: SharpDX.SharpDXException: HRESULT: [0x88960001], Module: [SharpDX.XAudio2], ApiCode: [XAUDIO2_E_INVALID_CALL/InvalidCall], Message: Unknown
at SharpDX.Result.CheckError()
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, Nullable`1 bufferWMARef)
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, UInt32[] decodedXMWAPacketInfo)
at VRage.Audio.MySourceVoice.Start(Boolean skipIntro, Boolean skipToEnd)
at VRage.Audio.MyXAudio2.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd, Boolean isMusic)
at VRage.Audio.MyXAudio2.VRage.Audio.IMyAudio.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundInternal(Boolean skipIntro, Boolean skipToEnd, Boolean force2D, Boolean alwaysHearOnRealistic, Nullable`1 force3D)
2024-07-28 11:45:48.820 - Thread: 1 -> Last null written by:
2024-07-28 11:45:48.944 - Thread: 1 -> Exception: SharpDX.SharpDXException: HRESULT: [0x88960001], Module: [SharpDX.XAudio2], ApiCode: [XAUDIO2_E_INVALID_CALL/InvalidCall], Message: Unknown
at SharpDX.Result.CheckError()
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, Nullable`1 bufferWMARef)
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, UInt32[] decodedXMWAPacketInfo)
at VRage.Audio.MySourceVoice.Start(Boolean skipIntro, Boolean skipToEnd)
at VRage.Audio.MyXAudio2.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd, Boolean isMusic)
at VRage.Audio.MyXAudio2.VRage.Audio.IMyAudio.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundInternal(Boolean skipIntro, Boolean skipToEnd, Boolean force2D, Boolean alwaysHearOnRealistic, Nullable`1 force3D)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundWithDistance(MyCueId soundId, Boolean stopPrevious, Boolean skipIntro, Boolean force2D, Boolean useDistanceCheck, Boolean alwaysHearOnRealistic, Boolean skipToEnd, Nullable`1 force3D)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySound(MySoundPair soundId, Boolean stopPrevious, Boolean skipIntro, Boolean force2D, Boolean alwaysHearOnRealistic, Boolean skipToEnd, Nullable`1 force3D, Boolean forcePlaySound)
at Sandbox.Game.Weapons.MyGunBase.StartShootSound(MyEntity3DSoundEmitter soundEmitter, Boolean force2D)
at Sandbox.Game.Weapons.MySmallMissileLauncher.OnShootMissile(MyObjectBuilder_Missile builder)
at VRage.Network.MyReplicationLayerBase.InvokeLocally[T1,T2,T3,T4,T5,T6,T7](CallSite`7 site, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
at VRage.Network.MyReplicationLayer.DispatchEvent[T1,T2,T3,T4,T5,T6,T7,T8](CallSite callSite, EndpointId recipient, Nullable`1 position, T1& arg1, T2& arg2, T3& arg3, T4& arg4, T5& arg5, T6& arg6, T7& arg7, T8& arg8)
at VRage.Network.MyReplicationLayerBase.RaiseEvent[T1,T2,T3](T1 arg1, T3 arg3, Func`2 action, T2 arg2, EndpointId endpointId, Nullable`1 position)
at Sandbox.Engine.Multiplayer.MyMultiplayer.RaiseEvent[T1,T2](T1 arg1, Func`2 action, T2 arg2, EndpointId targetEndpoint)
at Sandbox.Game.Weapons.MySmallMissileLauncher.ShootMissile(MyObjectBuilder_Missile builder)
at Sandbox.Game.Weapons.MyGunBase.AddMissile(MyWeaponPropertiesWrapper weaponProperties, Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity controller)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner, Nullable`1 renderId, Boolean userNormalizedPositionForEffects)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3 initialVelocity, MyEntity owner, Nullable`1 renderId)
at Sandbox.Game.Weapons.MySmallMissileLauncher.ShootMissile(Vector3 velocity)
at Sandbox.Game.Weapons.MySmallMissileLauncher.ShootMissile()
at Sandbox.Game.Weapons.MySmallMissileLauncher.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2024-07-28 11:45:48.948 - Thread: 1 -> Exception occurred: SharpDX.SharpDXException: HRESULT: [0x88960001], Module: [SharpDX.XAudio2], ApiCode: [XAUDIO2_E_INVALID_CALL/InvalidCall], Message: Unknown
at SharpDX.Result.CheckError()
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, Nullable`1 bufferWMARef)
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, UInt32[] decodedXMWAPacketInfo)
at VRage.Audio.MySourceVoice.Start(Boolean skipIntro, Boolean skipToEnd)
at VRage.Audio.MyXAudio2.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd, Boolean isMusic)
at VRage.Audio.MyXAudio2.VRage.Audio.IMyAudio.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundInternal(Boolean skipIntro, Boolean skipToEnd, Boolean force2D, Boolean alwaysHearOnRealistic, Nullable`1 force3D)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundWithDistance(MyCueId soundId, Boolean stopPrevious, Boolean skipIntro, Boolean force2D, Boolean useDistanceCheck, Boolean alwaysHearOnRealistic, Boolean skipToEnd, Nullable`1 force3D)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySound(MySoundPair soundId, Boolean stopPrevious, Boolean skipIntro, Boolean force2D, Boolean alwaysHearOnRealistic, Boolean skipToEnd, Nullable`1 force3D, Boolean forcePlaySound)
at Sandbox.Game.Weapons.MyGunBase.StartShootSound(MyEntity3DSoundEmitter soundEmitter, Boolean force2D)
at Sandbox.Game.Weapons.MySmallMissileLauncher.OnShootMissile(MyObjectBuilder_Missile builder)
at VRage.Network.MyReplicationLayerBase.InvokeLocally[T1,T2,T3,T4,T5,T6,T7](CallSite`7 site, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
at VRage.Network.MyReplicationLayer.DispatchEvent[T1,T2,T3,T4,T5,T6,T7,T8](CallSite callSite, EndpointId recipient, Nullable`1 position, T1& arg1, T2& arg2, T3& arg3, T4& arg4, T5& arg5, T6& arg6, T7& arg7, T8& arg8)
at VRage.Network.MyReplicationLayerBase.RaiseEvent[T1,T2,T3](T1 arg1, T3 arg3, Func`2 action, T2 arg2, EndpointId endpointId, Nullable`1 position)
at Sandbox.Engine.Multiplayer.MyMultiplayer.RaiseEvent[T1,T2](T1 arg1, Func`2 action, T2 arg2, EndpointId targetEndpoint)
at Sandbox.Game.Weapons.MySmallMissileLauncher.ShootMissile(MyObjectBuilder_Missile builder)
at Sandbox.Game.Weapons.MyGunBase.AddMissile(MyWeaponPropertiesWrapper weaponProperties, Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity controller)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner, Nullable`1 renderId, Boolean userNormalizedPositionForEffects)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3 initialVelocity, MyEntity owner, Nullable`1 renderId)
at Sandbox.Game.Weapons.MySmallMissileLauncher.ShootMissile(Vector3 velocity)
at Sandbox.Game.Weapons.MySmallMissileLauncher.ShootMissile()
at Sandbox.Game.Weapons.MySmallMissileLauncher.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2024-07-28 11:45:48.948 - Thread: 1 -> Showing message
2024-07-28 11:45:48.950 - Thread: 1 -> MyInitializer.OnCrash
2024-07-28 11:45:48.950 - Thread: 1 -> var exception = SharpDX.SharpDXException: HRESULT: [0x88960001], Module: [SharpDX.XAudio2], ApiCode: [XAUDIO2_E_INVALID_CALL/InvalidCall], Message: Unknown
at SharpDX.Result.CheckError()
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, Nullable`1 bufferWMARef)
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, UInt32[] decodedXMWAPacketInfo)
at VRage.Audio.MySourceVoice.Start(Boolean skipIntro, Boolean skipToEnd)
at VRage.Audio.MyXAudio2.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd, Boolean isMusic)
at VRage.Audio.MyXAudio2.VRage.Audio.IMyAudio.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundInternal(Boolean skipIntro, Boolean skipToEnd, Boolean force2D, Boolean alwaysHearOnRealistic, Nullable`1 force3D)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundWithDistance(MyCueId soundId, Boolean stopPrevious, Boolean skipIntro, Boolean force2D, Boolean useDistanceCheck, Boolean alwaysHearOnRealistic, Boolean skipToEnd, Nullable`1 force3D)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySound(MySoundPair soundId, Boolean stopPrevious, Boolean skipIntro, Boolean force2D, Boolean alwaysHearOnRealistic, Boolean skipToEnd, Nullable`1 force3D, Boolean forcePlaySound)
at Sandbox.Game.Weapons.MyGunBase.StartShootSound(MyEntity3DSoundEmitter soundEmitter, Boolean force2D)
at Sandbox.Game.Weapons.MySmallMissileLauncher.OnShootMissile(MyObjectBuilder_Missile builder)
at VRage.Network.MyReplicationLayerBase.InvokeLocally[T1,T2,T3,T4,T5,T6,T7](CallSite`7 site, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
at VRage.Network.MyReplicationLayer.DispatchEvent[T1,T2,T3,T4,T5,T6,T7,T8](CallSite callSite, EndpointId recipient, Nullable`1 position, T1& arg1, T2& arg2, T3& arg3, T4& arg4, T5& arg5, T6& arg6, T7& arg7, T8& arg8)
at VRage.Network.MyReplicationLayerBase.RaiseEvent[T1,T2,T3](T1 arg1, T3 arg3, Func`2 action, T2 arg2, EndpointId endpointId, Nullable`1 position)
at Sandbox.Engine.Multiplayer.MyMultiplayer.RaiseEvent[T1,T2](T1 arg1, Func`2 action, T2 arg2, EndpointId targetEndpoint)
at Sandbox.Game.Weapons.MySmallMissileLauncher.ShootMissile(MyObjectBuilder_Missile builder)
at Sandbox.Game.Weapons.MyGunBase.AddMissile(MyWeaponPropertiesWrapper weaponProperties, Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity controller)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner, Nullable`1 renderId, Boolean userNormalizedPositionForEffects)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3 initialVelocity, MyEntity owner, Nullable`1 renderId)
at Sandbox.Game.Weapons.MySmallMissileLauncher.ShootMissile(Vector3 velocity)
at Sandbox.Game.Weapons.MySmallMissileLauncher.ShootMissile()
at Sandbox.Game.Weapons.MySmallMissileLauncher.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
current fix may not work, need to test it on ds. previous behavior was a client only audio bug. soln was to perform razeblock server side only. may nt wrk