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DarkBASIC Professional Discussion / Customer cannot load music

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CumQuaT
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Posted: 12th Jun 2013 07:21 Edited at: 28th Jun 2013 03:44
*UPDATE*
To clarify for those new to this post, I have one player of my game (out of over a thousand people) who seems to be unable to load an MP3. The program locks up and says "the program has stopped responding".

It happens with ANY mp3, not just the one. It happens with any MP3 of any encoding, sample rate, etc. He can load WAVs fine, and OGGs fine, but not MP3s. His audio drivers are up to date and his DirectX install is fine.

If you plan on responding with "just use WAVs" or something else that does not answer my question, please just move on. I know that there are bandaid solutions to this, but frankly I'm not interested in them. If this happens with one person it can happen with more people. I have no interest in patching things tailored to one person, I want to find the cause of the problem and alter my code to prevent it happening again for anyone.
*UPDATE*

Hi all,

After an extensive debug process with one of my customers, I've found that my game locks up for him when it tries to load in a music file. The music file in question has no corruption and can be loaded fine in any media player. He is using the correct version of DirectX, and has manually re-set his DirectShow codecs. His sound card is onboard and he has the latest drivers for it. I've done a heap of diagnostic tests with him and loading sounds, objects, images, etc all works fine on his PC. It only breaks when loading music. Does anyone have any ideas on what I could do as a next step in diagnosing/fixing this issue?

Thanks in advance!


TheComet
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Posted: 12th Jun 2013 18:19
What format is the music file, and how do you load it into DBP? Do you use load music or load sound?

TheComet


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CumQuaT
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Posted: 13th Jun 2013 03:44
Hello again, TheComet! Long time no see!

It's a 44,100Hz MP3 file being loaded in with LOAD MUSIC


James H
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Posted: 13th Jun 2013 04:50
I don`t know the first thing about audio but decided to do a quick search and found this;
Quote: "Most audio processors/sound cards contain DAC for both 44.1 kHz and 48 kHz, being able to natively output either, though some older processors include only 44.1 kHz output, and some cheaper newer processors only include 48 kHz output, requiring digital sample rate conversion to output other sample rates. Similarly, processors may be able to record natively at only certain sample rates"

I found it here;
http://en.wikipedia.org/wiki/44,100_Hz
so maybe try sending him a file converted to 48kHz?
Mage
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Posted: 13th Jun 2013 10:55
Try re-encoding the MP3. DBP might not support every single type of MP3 encoding. There's things like bitrate, sample rate, encoding. You might even have a damaged file, as most players are designed to flawlessly deal with errors and damaged files.

It's best to make sure all of your files have the identical encoding. That way they actual file content shouldn't matter.

basjak
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Posted: 13th Jun 2013 12:42
hi cumquat:

I had similar problem before. it turned out my customer was using windows seven pro.
Quote: "the message used to appear: cannot access the sound buffer."

in this case you must compile your program out of professional version of windows.

by the way, it's not the only time for me. at the moment any I compile my programs on professional version of windows.

CumQuaT
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Posted: 13th Jun 2013 13:01
Hi guys,

James H: It's worth trying, I suppose!

Mage: The file isn't corrupt. He's the only person having the problem out of about 2000 players, and he's tried re-downloading and re-installing the game.

basjak: I compiled the game in Windows 7 Ultimate 64bit if that makes any difference... Maybe?


TheComet
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Posted: 13th Jun 2013 13:46
Why hello CumQuaT, nice to see you again too!

Could you tell me which runtime error ID your client is receiving? Usually it's always a message like "Runtime error 1337 - User behind keyboard is a retard". What number do you get?

Someone who has had this error before said he was able to fix it by converting the MP3 to a WAV and back again. Don't ask me why, but that might be worth a shot. This was the software he used: http://www.nch.com.au/switch/index.html

If nothing works, try using load sound instead. The downside of that is it takes longer to load, and I think it loads the entire file into memory rather than streaming it from disk or something like that.

TheComet


Yesterday is History, Tomorrow is a Mystery, but Today is a Gift. That is why it is called "present".
CumQuaT
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Posted: 13th Jun 2013 14:38
That's just it There's no error. The program just locks up and says "Malevolence has stopped responding" in that lovely, vague, Microsoft way

I was able to narrow down what was causing it to lock up by writing a test app for the user that went through and did each function such as loading images and displaying them, loading models and displaying them, etc, and it always locked up on loading an MP3, no matter what MP3 file was used :\


Pincho Paxton
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Posted: 13th Jun 2013 14:50 Edited at: 13th Jun 2013 14:51
If it's any MP3 then surely it's the Codecs. Some codecs take over DBPro.

CumQuaT
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Posted: 13th Jun 2013 14:52
That's kinda what I thought. Wondering if I should get him to install a codec pack, like the K-lite pack. That's a nice broad one...

Also, hi again, Pincho! Been a long time!


Pincho Paxton
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Posted: 13th Jun 2013 14:55 Edited at: 13th Jun 2013 14:55
Hi

FFDshow used to take over DBPro for me. I just re-installed that, and my problem went away. It was trying to run DBPro as a video for some reason.

CumQuaT
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Posted: 13th Jun 2013 16:03
Right! I'll get him to give that a go!


CumQuaT
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Posted: 14th Jun 2013 03:07
Okay, so I sent them a 48kHz version of the track and that wouldn't load either. Also converted the track from MP3 to WAV and back again.

I also got them to install the K-Lite codec pack and reinstalled their FFDshow codecs and it still won't load music...

Running out of ideas faster than I'm running out of problems I'm loathe to use LOAD SOUND for it, since it's much slower and as a commercial game, speed is everything...


Pincho Paxton
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Posted: 14th Jun 2013 03:39 Edited at: 14th Jun 2013 03:41
The sound card drivers?

That's about all there is left. Maybe they got their new drivers from a dodgy site?

CumQuaT
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Posted: 14th Jun 2013 04:45
Tried that one got the drivers from the manufacturers site. Perhaps if I get them to roll back and then reinstall their drivers...


James H
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Posted: 14th Jun 2013 05:25
Question - have you asked your user to just open the file in regular media player? See if they get an error.. I ask this because I noticed you tried klite, I used to have that installed it stopped some things from playing audio for the odd film that otherwise worked because of ffdshow, in the end I removed it and went for one called media player codec pack 4.1.2 and havent had issues since
Mage
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Posted: 14th Jun 2013 07:02
Are any of the other music files causing a crash? If not then why. What is different about this one.

Try This. Send him one of the other working music files renamed to take the place of the problem one. Find out if it still is crashing.

If it is then you know you don't need to play around with the file, it's something else.

Green Gandalf
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Posted: 14th Jun 2013 12:43
@Mage

I think he's already tried that. From a post a few back:

Quote: "I was able to narrow down what was causing it to lock up by writing a test app for the user that went through and did each function such as loading images and displaying them, loading models and displaying them, etc, and it always locked up on loading an MP3, no matter what MP3 file was used"


This is certainly a baffling issue.

@CumQuat

You said earlier:

Quote: "The music file in question has no corruption and can be loaded fine in any media player."


Loaded on your machine or the customer's?
TheComet
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Posted: 14th Jun 2013 13:48 Edited at: 14th Jun 2013 13:50
Could you perhaps post the code you use to load the music? From previous encounters I assume you're using a more advanced way of resource handling (with checks, caching and stuff).

I know it probably won't help much, but it can't hurt.

[EDIT] What's the bitrate of the MP3 file in question?

TheComet


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Green Gandalf
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Posted: 14th Jun 2013 14:14 Edited at: 14th Jun 2013 14:14
Quote: "What's the bitrate of the MP3 file in question?"


From an earlier post it seems to be any mp3. Perhaps CumQuat could clarify this?
CumQuaT
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Posted: 14th Jun 2013 15:26
Hello again, Green Gandalf! Good to see you

It's certainly any MP3, and yes, the customer themselves can open the MP3 files in Media Player and play them just fine.

This customer has also installed the game on his son's computer and it's worked fine.

The code I use to load the music is:



It freezes and says "This program has stopped working" on the first line of code (I've written him a separate app to test this, which lets me know which line it's happening on)


Green Gandalf
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Posted: 14th Jun 2013 17:29
Might be cheaper to buy the customer a new computer ...

[Note to self: it's time I checked the latest updates to Malevolence. It's been a while since I last played with it. ]
James H
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Posted: 15th Jun 2013 01:15
So the problem is that it won`t load into dbp, other media players load it fine, and all other customers don`t have this issue, I would say its either directx or drivers, he already has the right dx so, have you had him run the dxdiag tool and send you the text file he can save from it to see if he is using whql signed drivers for his OS?(Ensure he ticks the "check for whql drivers" option before saving) Its (yet another!) stab in the dark from me but maybe the drivers provided by manufacturer are like nvidia drivers - where they provide both signed and unsigned? From what I remember(which is never much!) the purpose of whql other than to prevent a window popping up with a warning is that it certifies that microsoft has done a certain amount of testing on 3rd party hardware to ensure compatibility.
CumQuaT
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Posted: 16th Jun 2013 17:40
Yep, all WHQL Logo'd


James H
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Posted: 17th Jun 2013 19:28
Maybe its worth you uploading the file and as many of us as possible could give it a test to see if we can replicate the issue? Maybe then anyone who could replicate it could have a go at fixing their system software to get it working and let you know how it was done if they get it working
Other than that all I can think of is direct x - maybe your customer didnt install it right, or maybe dbp needs an even more up to date version than they installed of 9c for that music file and by pure coincidence all your other customers happened to have the later 1 installed as there was definately more than one made available.
DBP has always worked for me using aug08 version just fine, then when I emailed someone about an error they got for win8(think it was mobiius) it turns out additional d3d dlls were installed when he got latest version that I didnt have and they fixed some of his issues, ok those are d3d not audio, but am thinking if it can work for that in this way then just maybe with all the different versions of windows out there and updates for dx9c its worth a shot, your customers probably a bit peeved by now though with all these attempts but he`ll be more peeved he he don`t get it working sorry for all these stab in the dark guesses but its all I got I`m afraid :/
Mobiius
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Posted: 17th Jun 2013 20:48
It's probably a hardware issue. Although it's not really feasible, but see if you can get them to try another soundcard and graphics card.

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
CumQuaT
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Posted: 18th Jun 2013 07:21
Okay, here's the most recent test I sent him. I made up this test app:

http://malevolencegame.com/Storage/Sampler.rar

This program has the following code:



So, as you can see, very simple. It's a Media EXE, but in it are 8 tracks with various specs:

TrackA - Stereo: ID3v1: 44,100Hz
TrackB - Stereo: ID3v2: 44,100Hz
TrackC - Stereo: ID3v1: 48,000Hz
TrackD - Stereo: ID3v2: 48,000Hz
TrackE - Mono: ID3v1: 44,100Hz
TrackF - Mono: ID3v2: 44,100Hz
TrackG - Mono: ID3v1: 48,000Hz
TrackH - Mono: ID3v2: 48,000Hz

Every single one of the options causes the program to crash for him.

I'm just utterly lost. It HAS to be something wrong with his PC specifically...


Pincho Paxton
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Posted: 18th Jun 2013 11:13
How about re-installing DirectX.

Green Gandalf
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Posted: 18th Jun 2013 12:53
@James H

Quote: "Maybe its worth you uploading the file "


He's already said more than once that the problem is with ANY mp3. So all you have to do is find your own.

@CumQuat

Quote: "I'm just utterly lost. It HAS to be something wrong with his PC specifically..."


Indeed - but what?

What about those mysterious files that DBPro needs? Things which I can't recall but have names like "M*****.dll"?

It all sounds like it could be something very simple - and as Pincho suggests it could simply be a corrupt installation of something.

Have you tried to find someone else with the same machine? That might help rule out specific hardware issues. [I can see that might be difficult with the plethora of different hardware configurations around.]
CumQuaT
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Posted: 18th Jun 2013 13:48
@Pincho - Is that actually possible? I've heard it's a bit of a dangerous move to mess with your DirectX install in ways other than upgrading... My first thought was definitely a DirectX problem, but I got him to install the August 2009 DirectX 9.0C and it still happened with that there :\

@Green Gandalf - Hmm.... It might be one of the mysterious DLLs.... There needs to be a list of those babies somewhere lol
The only other PC he has access to is his son's, and the game runs fine on his son's machine... I've asked him to find a sound card (since he's using on-board sound) and install it, to see if that makes a difference. Haven't heard back yet, but time differences lead to long delays, unfortunately


Mobiius
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Posted: 18th Jun 2013 13:58
Check out my windows 8 thread. I list the dx dll files there.

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
CumQuaT
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Posted: 18th Jun 2013 14:13
oooOOOooo

You're a gem, Mobiius. Gives me something else to try.


Mage
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Posted: 18th Jun 2013 14:24 Edited at: 18th Jun 2013 14:31
I'll offer an outside of the box solution. Change the format of the music. Use whatever non wave format compatible with the music commands. ogg maybe?

Either migrate everyone or just him. If just him then write your music loader to load the ogg formatted file if it exists instead of the mp3, defaulting to the mp3 otherwise. That way you don't have to split your code base. A simple optional patch would merely include the alternate format music files.

Now there is at least on option on the table.

James H
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Posted: 18th Jun 2013 14:59
@ GG yeah I tried that, I still have aug08 dx installed, I really wanted to see if that affected it as his mp3`s were likely created on a more up to date system - like I said earlier I know zip about audio(or anything else lol), I tried the exe and it runs fine here so dx prob not the issue? Only other avenue to explore not mentioned I can think of (based on the exe uploaded - properties say orig file "E:\Files\MSoA\AudioSampl") is if theres an issue with using the attatched media option as I thought that I read somewhere it hasn`t always worked properly in the past, but don`t know wether the customer tests have been with this option or actually loaded from his hardrive as a file. NVM, was just trying to help, so apologies for any confusion/time wasting Ive caused, I`ll refrain from posting in future
CumQuaT
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Posted: 18th Jun 2013 15:03
@Mage - Changing out all of the music is impractical. I'd rather find what's causing the problem so that I can write better code around it. I'm not really looking for a band-aid fix here, more of a genuine, clean solution.

@James - That attached media file was just as a tester for diagnostic purposes, really. The main game (where he first had the problems) doesn't used packaged media, and instead loads in files that are sitting in directories. But given the symptoms, it has to be something isolated to his machine, and not with the way the code is set up. I have 2000 other players that it's working just fine for


Green Gandalf
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Posted: 18th Jun 2013 16:36
@James H

Quote: "I`ll refrain from posting in future"


No need for that! Apologies if my comments made you feel that way.
Mobiius
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Posted: 18th Jun 2013 17:51
Quote: "You're a gem, Mobiius. Gives me something else to try"


Hope it helps!

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
James H
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Posted: 18th Jun 2013 18:06
@GG Oh no! my deepest apologies - on rereading I sound so abrubt(and childish) - I mean to say posting long shots on this thread - the end of my sentence is missing and I have just deleted an entry on my fb profile which is the end of that sentence which I thought was on a seperate line anyway and not in the part where I address you!!(...from posting in future.. my stab in the dark style suggestions. Last thing I want is for CumQuaT`s customer to get miffed with him from trying over and over to resolve the issue because of suggestions I make when there are more capable people here than me available to respond.)
Hope that clears up any misunderstanding, once again my idiocy strikes home! Kindest regards
Pincho Paxton
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Posted: 18th Jun 2013 18:32
Quote: "@Pincho - Is that actually possible? I've heard it's a bit of a dangerous move to mess with your DirectX install in ways other than upgrading..."


There are some dodgy DX downloads. I've had one on my computer that didn't work with DBPro even though it was DirectX 9.0C. Some of the dll's were different.

Brendy boy
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Posted: 18th Jun 2013 19:27
why don't you compile the necesary dbpro plugins yourself and add some debuggin info in them and then compile a test exe with them, give it to the client and see what debug info says.

Mage
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Posted: 18th Jun 2013 22:30
Quote: "@Mage - Changing out all of the music is impractical. I'd rather find what's causing the problem so that I can write better code around it. I'm not really looking for a band-aid fix here, more of a genuine, clean solution."

If all else fails. It's at least a solution of some kind. Good luck.

CumQuaT
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Posted: 19th Jun 2013 03:12
Ok, so I've gotten him to manually place the DirectX 9 dll files an that didn't change anything

He also doesn't have access to a sound card he can put in to see if it's just some sort of sound-card incompatability.

Wahhhhhh!!!!


CumQuaT
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Posted: 19th Jun 2013 12:13
@Brendy Boy - I wouldn't have the first clue how to do that :\


Green Gandalf
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Posted: 20th Jun 2013 01:19
Quote: "Hope that clears up any misunderstanding"


It does.
CumQuaT
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Posted: 20th Jun 2013 02:53
I've just gone through with a DirectX analysis tool and his DirectShow MP3 decoder seems to be perfectly in order...

This is just.... So frustrating....


Green Gandalf
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Posted: 20th Jun 2013 13:54
Does he get one of those CrashOnExit files that DBPro sometimes creates? I don't know how to interpret those but someone might.

Where's IanM when you need him?
CumQuaT
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Posted: 20th Jun 2013 14:51
No, unfortunately The program never technically crashes. It just locks up and if he tries to click the mouse it comes up with that Windows message saying "This program has stopped responding"


Pincho Paxton
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Posted: 20th Jun 2013 17:07
When you changed the sound card drivers did you delete the old drivers, and restart the PC?

Try this...

1/ Delete the sound drivers.
2/ Restart the PC.
3/ Install the sound drivers.
4/ restart the PC.

I remember having a virus that messed with the sound drivers, and this fixed it. It happened every few months, then eventually went away.

TheComet
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Posted: 20th Jun 2013 18:37
Do you want me to write a simple music player program in C++ and upload it? This will do two things:

1) If it happens to crash on your client's computer, we'll know a hell lot more.
2) If it happens to be able to play music perfectly, we'll all have larger WTF-facial expressions than before.

TheComet


Yesterday is History, Tomorrow is a Mystery, but Today is a Gift. That is why it is called "present".

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