As in the title, calling Source:stop() when it hasn't been started yet causes the whole console to lock up. The only way to exit the game is to hold the power button or use Luma3DS's menu to reboot.
What was Expected?
In 2.4.x and in regular LÖVE, calling Source:stop() on an unplayed sound source does nothing. This can be used to preemptively restart a Source when its current state is unknown.
Code to Reproduce
local soundSource = nil
function love.load()
soundSource = love.audio.newSource("assets/sound/menu.ogg") -- use any other source
soundSource:stop()
end
function love.draw(screen)
local width, height = love.graphics.getDimensions(screen)
love.graphics.print('Hello World!', width / 2, height / 2)
end
function love.gamepadpressed(joystick, button)
love.event.quit()
end
Console
Nintendo 3DS
Firmware Version(s)
11.17.0-50E
Custom Firmware Version
11.0
Execution Method
Homebrew Menu
Code of Conduct
[X] I have read the Code of Conduct and agree to these terms
Forgot to add. Console locking up also means a completely black screen. Running the provided example will show that the "Hello World" text won't show up at all.
Update: this also happens when calling :stop() on sources that are playing. So Source:stop() just seems to lock up the console no matter what. Tested both on LP 3.0.1 latest and the latest beta 3.1 (Commit 55f91c).
Software Version
3.0.1
What Happened?
As in the title, calling
Source:stop()
when it hasn't been started yet causes the whole console to lock up. The only way to exit the game is to hold the power button or use Luma3DS's menu to reboot.What was Expected?
In 2.4.x and in regular LÖVE, calling
Source:stop()
on an unplayed sound source does nothing. This can be used to preemptively restart aSource
when its current state is unknown.Code to Reproduce
Console
Nintendo 3DS
Firmware Version(s)
11.17.0-50E
Custom Firmware Version
11.0
Execution Method
Homebrew Menu
Code of Conduct