Open EGAMatsu opened 3 years ago
Can confirm that it crashes even on a blank project just running the example code on the latest release of the engine. The documentation is also outdated as it's missing a SOLOUD_AUTO for the aChannels argument. I don't believe it's initEx considering running a regular init with just the soloud object as an argument still causes the crash. No error logs are produced by the engine and the crash happens at runtime, with the game fully compling. This is on non YYC Windows running the version 1.4.9999.
Confirming this is still an issue and is present with GMS2 2.3.3 as well. The extension seems to responds to getVersion but then crashes on any init calls. On GMS2, the game itself continues to operate but all functions return 0 after init calls are made.
My suspicion is that Soloud's automated "glue" handling is operating in a way that GM really doesn't like with regards to having a DLL load other DLLs. Further complicating things is the lack of an extern "C" call (which every other GM-compatible DLL ever seems to have present in wrapper files) in favour of some weird pointer-to-double-and-back shenanigans. I'm not familiar enough with the project to be able to decode the rest of what's going on here.
Totally feel the main dev's reluctance to work on the project, but it's also a real shame since there's not enough GM music DLLs with loop point support around. I wish this one worked.
It just crashes, idk why I feel its the SoLoud_initEx command.