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List Info
Thread: Shockwave can be brought to a state where playing multiple sound channels at once crash
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| Shockwave can be brought to a state
where playing multiple sound channels at
once crash |

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2007-01-22 08:06:21 |
Hello all. Here's one nut too tough to chew on myself, so I
turn to you
for help.
We have recently come across a most strange behavior in
shockwave. We do
not have much clues yet as to what actually causes it, but
the scenario
is this :
We are developing a MMOSG which has a two "sound
toys" / games. The
other we have been running for more than a year now with no
problems,
the other one we only recently released. The new one is
basically a
conversion of the old one with different samples.
When developing the feature, at first we didn't notice
anything was
wrong because the problem wouldn't appear in director at
all. After
going to testing with protected .cct's downloaded over http
(on the
browser shockwave plugin) we started to notice the problem:
The browser
plugin would crash when trying to play 4 tracks of sounds at
once. But
to make it stranger, the old "toy" kept working!
(Later we realized that
if we put enough strain on the plugin the old one could also
be crashed,
but you had to really slam it hard with updates sounds and
to what's
playing on stage.)
To confuse us further, we play 4 tracks simultaneously most
of the time
with no problems. We also have an editor for the sound toy,
which uses
the same queue/playback mechanism, working without
crashing!
Now, it seems that somehow the plugin can be put to a state
in which
playing the sample queues is just too much for it to handle.
Here's the
code we use for queuing :
t_track = 1
repeat with t_channel in m_pSoundChannels
sound(t_channel).setPlaylist([])
repeat with e = 1 to m_iLastSample
t_rmem = m_mp_TrackData[t_track][e]
if t_rmem = 0 then t_rmem = t_rEmptymem
if t_rmem <> -1 then
sound(t_channel).queue(t_rmem)
end repeat
t_track = t_track + 1
end repeat
And here's what we use for playing :
repeat with t_channel in m_pSoundChannels
if objectP(sound(t_channel)) then
sound(t_channel).play()
end repeat
Having seen the obviously simple code, you can propably see
that there's
nothing obviously wrong with it. I'll explain what we did
find out :
We started looking for a pattern to reproduce the crash.
After a while
we found one that we could reproduce in director as well.
Having a
certain set of sprites active on the stage, with the 4
tracks started
playing, we'd hit large sprite animations (which we
implement by
manually setting the sprite members) and more sounds on the
remaining
channels. When it crashed, we'd hit debug. Although the
debug window had
insisted that "getProp()" was not a method of a
property list, the
debugger's memory inspector did show the contents of the
list just
fine.. We could even write the same exact statement that
crashed it in
the watch list and it would resolve
Only thing we did find out is that the crash didn't seem to
occur
immediately on playback, but later in the frame when
updating one of the
sprites in the before-mentioned animations. (Can we trust
the debugger
on this? Is the call stack always correct?) The crash would
always be on
the same supposedly missing "getProp()" of a large
property list where
we hold sprite numbers for quick access.
The debugger didn't help us much there, so I finally tried
the "monkeys
banging at a typewriter"-technique on it. I removed
code line-by-line
and rearranged it around in all imaginable configurations.
Only thing
that prevented the crash altogether was to remove playback
of 3
channels. Now that's not good enough
Sound familiar? Comments? Any help would be greatly
appreciated.
-toni aittoniemi / sulake corp.
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| Re: Shockwave can be brought to a state
where playing multiple sound channels at
once c |

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2007-01-22 08:31:36 |
----- Original Message -----
From: "Toni Aittoniemi" <toni.aittoniemi sulake.com>
> Sound familiar? Comments? Any help would be greatly
appreciated.
Only in so much as there appears to be more and more
problems with sound
playback especially in shockwave (although not exclusively
in your case)
causing it to crash.
I found a crash bug that was somehow linked to playing
sounds with sw3d,
even when stripped down to minimal code. It was
unpredicatable though,
sometimes a crash in the first few minutes, other times it
could last up to
an hour and some machines were far more susceptible than
others, yet no
common factor linking them. There was however a clear
indication when
something was wrong as the audio would just stop, but the
program would
continue for some time before finally crashing.
I've also heard of a couple of other instances, although
can't remember the
exact details.
One thing of interest, when the crash happens can you check
the sounddevice.
For my crash it always displayed 0, i.e it had lost the
device. Be
interesting to know if that happens in your case and i
wonder if all these
crashes arn't related in some form, perhaps as you've
suggested due to
'over-loading' directors playback engine in some form.
Noisecrime 2007
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| Re: Shockwave can be brought to a state
where playing multiple sound channels at
once c |

|
2007-01-22 08:43:24 |
Hey Toni,
Shockwave crashing the browser when "doing things with
audio" is a long
outstanding bug that has caused a lot of
people a lot of grief.. You could ask Simeon to vent his
frustrations,
it's one of his favorite topics
It is not yet fixed, and I do not get the feeling it has
been getting a
lot of attention from macromedia/adobe.
In some setups it seems to happen a lot more frequent than
in others.
Exactly what makes it happen is unknown, which
I guess makes it hard for adobe to fix it.
If this is the same thing you're expiriencing I'm not sure,
as you're
the first one to report being able to reproduce it in
authoring
> Only thing we did find out is that the crash didn't
seem to occur
> immediately on playback, but later in the frame when
updating one of
> the sprites in the before-mentioned animations. (Can we
trust the
> debugger on this? Is the call stack always correct?)
I have never seen the "call stack" to be
incorrect. It has always been
correct for me, and I've done plenty of weird stuff with it
(mostly
across miaw's) to make it go nuts. What is often incorrect
is the line
you get shown by the debugger. If you want to be sure you're
looking at
the line that is causing the problem, you should go one
level up in the
callstack, and then go one level down again. That will
always result in
the debug window showing you the correct line where the
problem occurred.
When you say "crash" what do you mean? Most of
the time developers use
"crash" when the director application exits due to
a fault.
You mention you are able to open the debugger, which sounds
this might
be a scripterror?
Bye, Lucas
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| Re: Shockwave can be brought to a state
where playing multiple sound channels at
once c |

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2007-01-22 08:59:43 |
What platform?
Please please please please mention this information.
Whenever we reported a bug at Macromedia, if we didn't
report the
platform, we would be shot and killed. After been certified
dead, we
would be brought back to life and then shot and killed
again.
When you report the bug/issue, report the platform.
_______________________________________________
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-l
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| Re: Shockwave can be brought to a state
where playing multiple sound channels at
once c |

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2007-01-22 09:06:33 |
I have a distinct memory of somewhere discussing this and it
was
windoze breaking in and stealing the sound resource at
unpredictable
intervals. Can't remember if there was a fix. But I've seen
this
behaviour and it is beyond frustrating. Completely
unreproducable and
apparently inexplicable.
I remember assuming it was a ram error (in fact when i first
read the
post i thought well it's some sort of access delay loading
from the
cct. but now that I think hard about it, I recall someone
describing
this prob as a windows interference issue. With all the
secret updates
to windoze i wouldn't be suprised if the os were swiping the
sound
resource without asking.
you know who would know? Tom H. ;)
--Al
On Mon, 22 Jan 2007 14:31:36 -0000
"Noisecrime_PIPEX" <atic73 dsl.pipex.com> wrote:
>
>
> ----- Original Message ----- From: "Toni
Aittoniemi"
><toni.aittoniemi sulake.com>
>
>> Sound familiar? Comments? Any help would be greatly
appreciated.
>
> Only in so much as there appears to be more and more
problems with
>sound playback especially in shockwave (although not
exclusively in
>your case) causing it to crash.
>
> I found a crash bug that was somehow linked to playing
sounds with
>sw3d, even when stripped down to minimal code. It was
unpredicatable
>though, sometimes a crash in the first few minutes,
other times it
>could last up to an hour and some machines were far more
susceptible
>than others, yet no common factor linking them. There
was however a
>clear indication when something was wrong as the audio
would just
>stop, but the program would continue for some time
before finally
>crashing.
>
> I've also heard of a couple of other instances,
although can't
>remember the exact details.
>
> One thing of interest, when the crash happens can you
check the
>sounddevice. For my crash it always displayed 0, i.e it
had lost the
>device. Be interesting to know if that happens in your
case and i
>wonder if all these crashes arn't related in some form,
perhaps as
>you've suggested due to 'over-loading' directors
playback engine in
>some form.
>
> Noisecrime 2007
>
>
>
> _______________________________________________
> dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
_______________________________________________
dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
|
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| Re: Shockwave can be brought to a state
where playing multiple sound channels at
once c |

|
2007-01-22 09:13:06 |
I've seen this one in authoring mode on PC's running windows
xp. In
fact one of my students posted about the error - complete
with code
back in November. It's a nasty little thing, you can imagine
how
frustrating it is for students who suspect their own code.
In this
case, code was fine, it was never resolved. They cut back on
the
sounds. At the time I thought it was memory related, as
smaller sounds
played fine, even now, I wonder with the animation related
issues you
describe. We also tried switching sound devices, made no
difference o
the test machines. I'll poke around later and see if I can
figure out
what sound cards they had.
--Al
On Mon, 22 Jan 2007 08:59:43 -0600
Zav Public <zavpublic mac.com> wrote:
> What platform?
>
> Please please please please mention this information.
>
> Whenever we reported a bug at Macromedia, if we didn't
report the
> platform, we would be shot and killed. After been
certified dead,
>we would be brought back to life and then shot and
killed again.
>
> When you report the bug/issue, report the platform.
>
> _______________________________________________
> dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
_______________________________________________
dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
|
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| Re: Shockwave can be brought to a state
where playing multiple sound channels at
once c |

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2007-01-22 09:14:42 |
Zav Public wrote:
> What platform?
>
> Please please please please mention this information.
>
> Whenever we reported a bug at Macromedia, if we didn't
report the
> platform, we would be shot and killed. After been
certified dead, we
> would be brought back to life and then shot and killed
again.
>
> When you report the bug/issue, report the platform.
We (Simeon, me, Brian Robbins, and probably many others)
reported this problem with extensive bug reports, repro
movies, offers
to ship machines that exhibit the issue to san fransisco,
and offers to host macromedia devs flying over to debug the
problem at a
client side.
they know about the platform.
Lucas
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-l
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| Re: Shockwave can be brought to a state
where playing multiple sound channels at
once c |

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2007-01-23 03:58:52 |
|
I tried checking the sound device in the alertHook. It still read
"DirectSound" when the alertHook() method was called.
-toni
Noisecrime_PIPEX wrote:
>
>
> ----- Original Message ----- From: "Toni Aittoniemi"
> sulake.com>
>
>> Sound familiar? Comments? Any help would be greatly appreciated.
>
> Only in so much as there appears to be more and more problems with
> sound playback especially in shockwave (although not exclusively in
> your case) causing it to crash.
>
> I found a crash bug that was somehow linked to playing sounds with
> sw3d, even when stripped down to minimal code. It was unpredicatable
> though, sometimes a crash in the first few minutes, other times it
> could last up to an hour and some machines were far more susceptible
> than others, yet no common factor linking them. There was however a
> clear indication when something was wrong as the audio would just
> stop, but the program would continue for some time before finally
> crashing.
>
> I've also heard of a couple of other instances, although can't
> remember the exact details.
>
> One thing of interest, when the crash happens can you check the
> sounddevice. For my crash it always displayed 0, i.e it had lost the
> device. Be interesting to know if that happens in your case and i
> wonder if all these crashes arn't related in some form, perhaps as
> you've suggested due to 'over-loading' directors playback engine in
> some form.
>
> Noisecrime 2007
>
>
>
> _______________________________________________
> dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames-l
_______________________________________________
dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames-l
|
| Re: Shockwave can be brought to a state
where playing multiple sound channels at
once c |

|
2007-01-23 20:34:01 |
|
Also what format are the sounds in? (e.g. Wave, MP3, SWA, etc...)
And what are the sound file settings? (e.g. 22khz, 16bit, mono)
AstrO
Zav Public wrote:
> What platform?
>
> Please please please please mention this information.
>
> Whenever we reported a bug at Macromedia, if we didn't report the
> platform, we would be shot and killed. After been certified dead, we
> would be brought back to life and then shot and killed again.
>
> When you report the bug/issue, report the platform.
_______________________________________________
dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames-l
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