Y3Z0N / ImmersiveFX

IFX is a fork of Dynamic Surroundings which aims to add more sound events, particles and also replaces every single sound from DS and a few from MC.
GNU General Public License v3.0
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(1.18.2 Crash) Could not initialize class dynamiclabs.immersivefx.sndctrl.audio.SoundUtils #59

Open 9ghtX opened 1 year ago

9ghtX commented 1 year ago

This issue was already mentioned in March from other user, but no solution provided. So I duplicate an issue to refresh it. Crash report: crash-2023-06-27_13.28.34-client.txt

kyrapye commented 1 year ago

Im having the exact same issue aswell

CarpenterV commented 1 year ago

I am currently experiencing the same issue. Nothing has changed or updated with immersive fx so I think the problem lies elsewhere but my crash logs leave me clueless. I can't even start the game.

9ghtX commented 1 year ago

Have found that this crash occurres when there is "mod problems" screen appears. May be with turned on Oculus, didn't find out

KxttyKxt commented 1 year ago

I have made a discovery!

As per @9ghtX's observation, this crash occurs when the "mod problems" screen appears. To solve the crash, disable ImmersiveFX, resolve whatever issues the mod problems screen shows, and re-enable ImmersiveFX after. (The crash log will offer no help, by the way.)

Other mods with a similar issue:

dayd21git commented 11 months ago

@KxttyKxt The IDAS mod causes the same crash

public class ModSounds
{
  public static final DeferredRegister<SoundEvent> SOUND_EVENTS = DeferredRegister.create(ForgeRegistries.SOUND_EVENTS, "idas");
  public static RegistryObject<SoundEvent> CALIDUM = registerSoundEvent("calidum");
  public static RegistryObject<SoundEvent> SLITHER = registerSoundEvent("slither");
  public static RegistryObject<SoundEvent> LABYRINTH = registerSoundEvent("labyrinth");
  private static RegistryObject<SoundEvent> registerSoundEvent(String name) { return SOUND_EVENTS.register(name, () -> new SoundEvent(new ResourceLocation("idas", name))); }
  public static void register(IEventBus eventBus) { SOUND_EVENTS.register(eventBus); }
}