[linux] Fmod segfaults.

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drsebb
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Joined: Tue Sep 22, 2015 15:29

[linux] Fmod segfaults.

Post by drsebb »

Version: gzdoom-git 1.9pre.r2309.g4e1723e-1 (happened on older builds too)
OS: ArchLinux x86_64

Bug:

Image

How to trigger the segfault on my system:
Happens also in vanilla (reliably by using the chainsaw on an imp

With custom wads, happens as soon as you get one of the zombies in pain status.
Edward-san
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Re: [linux] Fmod segfaults.

Post by Edward-san »

Is gzdoom built with just fmod or also with openal? I saw crashes caused by the interaction between fmod and openal sound libraries (happens also in zdoom). This can be fixed by building it with either fmod or openal.
drsebb
Posts: 2
Joined: Tue Sep 22, 2015 15:29

Re: [linux] Fmod segfaults.

Post by drsebb »

I built it with both. Will disable OpenAL as a compile option and report back.

One thing to note:
Selecting openal as the sound backend still crashes the game.
If built without fmod and with openal as the backend, it doesn't crash anymore. (I've been playing like this for the longest time).

Will look in the cmake now and disable openal.

EDIT:
passed DNO_OPENAL=ON as one of the flags
the build was succesfull
As expected, I can only select the fmod backend now.
The easily reproducable crashes I could trigger before disappeared.

This was driving me nuts for weeks. What about inserting a condition in the cmake file where if it detects linux it doesn't compile gzdoom with openal?
Thanks for the suggestion.
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Graf Zahl
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Re: [linux] Fmod segfaults.

Post by Graf Zahl »

Since there is not the slightest hint of info here, I cannot do anything about this.
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