This is where we'll store the "best" topics that have ever existed on the forums, as well as community events that are no longer relevant. Read at your own risk.
Moderator: Userbase Moderators
Forum rules
Read at your own risk.
|
|
|
|
-
Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Thu Mar 23, 2017 3:10 am
Wohlstand wrote:
Your mistake you calling SfxPlayObj every loop! You have to spawn lots of copies of same sound player, and causing memory overflow!
What?! I was just giving an easy example of it always freezing. It has a low chance of freezing in my level even though there's only one of that sound playing at any time. I had a really hard time isolating it. Using Audio.playSFX(string fileName) doesn't freeze even if I spam it lke this.
Are you saying that the obj variable leaks memory unless I destroy the struct somehow? I thought garbage collection handled that.
|
|
|
|
|
|
|
|
|
-
Hoeloe
- Phanto

- Posts: 1465
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
- Pronouns: she/her
Postby Hoeloe » Thu Mar 23, 2017 3:49 am
Quantumenace wrote:Wohlstand wrote:
Your mistake you calling SfxPlayObj every loop! You have to spawn lots of copies of same sound player, and causing memory overflow!
What?! I was just giving an easy example of it always freezing. It has a low chance of freezing in my level even though there's only one of that sound playing at any time. I had a really hard time isolating it. Using Audio.playSFX(string fileName) doesn't freeze even if I spam it lke this.
Are you saying that the obj variable leaks memory unless I destroy the struct somehow? I thought garbage collection handled that.
It's hard to diagnose the issue without looking at your actual code.
See, I'm pretty sure that SfxPlayObj doesn't itself crash the game, as various 2.0 characters such as Zelda make use of it. In this case, I'm not too surprised that spamming it like this causes issues, but its hard to relate that to your actual usage.
|
|
|
|
|
|
|
|
|
-
Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Thu Mar 23, 2017 6:28 pm
Code: Select all if loopvolume > 0 then
if rocketloopsoundobj == nil or rocketloopsoundobj:IsPlaying() == false then
rocketloopsoundobj = Audio.SfxPlayObj(rocketloopsound, -1)
end
rocketloopsound.volume = loopvolume*40
elseif rocketloopsoundobj ~= nil and rocketloopsoundobj:IsPlaying() then
rocketloopsoundobj:Stop(); rocketloopsoundobj = nil
end
It runs on onCameraUpdate(). That is the only part of the code that references the function. But I'm pretty certain it isn't my code's fault because:
If I place a bunch of shell cannons to spam sound in the channels, type speeddemon, and mash whatever button is responsible for triggering said function (attack button for megaman and mushroom-broadsword, tanooki for zelda) it eventually freezes. It sometimes takes hundreds of presses. There is no other custom Lua code in this test area.
Edit: Megaman is the easiest to make freeze, because his charge sound starts quickly and has no cooldown.
|
|
|
|
|
|
|
|
|
-
Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Sun Mar 26, 2017 3:19 am
The good news is that I think I found a way to stop it from freezing.
Code: Select all local c = Audio.SfxPlayCh(-1,sndchunk,0)
if c ~= -1 then
Audio.SfxStop(c)
Audio.SfxPlayObj(sndchunk, 0)
end
No matter how much I spam that, it won't freeze. It's like SfxPlayObj doesn't correctly check the sound channels, but Audio.SfxPlayCh does. This prevents SfxPlayObj from trying to play sounds when all the channels are in use already.
|
|
|
|
|
|
|
|
|
-
timocomsmbx2345
- Foo

- Posts: 853
- Joined: Sat Feb 06, 2016 1:44 pm
-
Contact:
Postby timocomsmbx2345 » Sun Mar 26, 2017 5:35 pm
And no one responded with what i said earlier with the npcs quote.
|
|
|
|
|
|
|
|
|
-
PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
-
Contact:
Postby PixelPest » Sun Mar 26, 2017 6:04 pm
timocomsmbx2345 wrote:And no one responded with what i said earlier with the npcs quote.
Why not just be patient and find out when it's released like everyone else? There's also been lots of content posted previously in this thread
|
|
|
|
|
|
|
|
|
-
Chaotic Gaming
- Buster Beetle

- Posts: 99
- Joined: Mon Jan 23, 2017 7:11 pm
-
Contact:
Postby Chaotic Gaming » Mon Mar 27, 2017 10:52 pm
Ok just got an error that seems so... common. I mean it involves the keyhole, an exit.

|
|
|
|
|
|
|
|
|
-
Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Mon Mar 27, 2017 11:52 pm
I think they said they fixed Yoshi with the key for the next version. The level still exits after a few seconds and Lua starts working again, so just close it and don't worry too much about it.
I'd still like any confirmation that the sound freezing bug is on their radar, though.
|
|
|
|
|
|
|
|
|
-
TailsFan99
- Guest
Postby TailsFan99 » Tue Mar 28, 2017 1:50 am
Is there a way that I can use the updated version of PGE with this?
|
|
|
|
|
|
|
|
|
-
rednaxela
- Koopa

- Posts: 15
- Joined: Sat Dec 05, 2015 7:06 pm
Postby rednaxela » Tue Mar 28, 2017 3:39 am
Quantumenace wrote:The good news is that I think I found a way to stop it from freezing.
Code: Select all local c = Audio.SfxPlayCh(-1,sndchunk,0)
if c ~= -1 then
Audio.SfxStop(c)
Audio.SfxPlayObj(sndchunk, 0)
end
No matter how much I spam that, it won't freeze. It's like SfxPlayObj doesn't correctly check the sound channels, but Audio.SfxPlayCh does. This prevents SfxPlayObj from trying to play sounds when all the channels are in use already.
That assessment is not correct. SfxPlayObj uses the same code that SfxPlayCh with a -1 uses to check sound channels.
I've reproduced the issue here, and it is a mutex deadlock in the SfxPlayObj code, nothing to do with channels. I suspect it's likely only by luck of altering the timing in certain ways that your thing with SfxStop appeared to avoid the issue for you.
I now have the issue fixed in the development build of LunaLua. Thanks for noticing the issue.
|
|
|
|
|
|
|
|
|
-
Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Tue Mar 28, 2017 12:32 pm
Thanks! I noticed that even if I didn't cancel the "test" sound it almost always prevented the freeze for some reason.
|
|
|
|
|
|
|
|
|
-
Chaotic Gaming
- Buster Beetle

- Posts: 99
- Joined: Mon Jan 23, 2017 7:11 pm
-
Contact:
Postby Chaotic Gaming » Tue Mar 28, 2017 3:32 pm
Quantumenace wrote:I think they said they fixed Yoshi with the key for the next version. The level still exits after a few seconds and Lua starts working again, so just close it and don't worry too much about it.
I'd still like any confirmation that the sound freezing bug is on their radar, though.
This makes doing the Mario Challange difficult, if you use a keyhole exit on that mode it takes you to a blank world map after the glitch occurs.
Also an idea for the next version, a way through lua to indicate to Mario Challange to skip inclusion of a level? I get levels that were originally shops or non levels in episodes which either gives the player a near automatic win or a reroll.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Tue Mar 28, 2017 3:38 pm
CC_Comedic_Comentator wrote:Quantumenace wrote:I think they said they fixed Yoshi with the key for the next version. The level still exits after a few seconds and Lua starts working again, so just close it and don't worry too much about it.
I'd still like any confirmation that the sound freezing bug is on their radar, though.
This makes doing the Mario Challange difficult, if you use a keyhole exit on that mode it takes you to a blank world map after the glitch occurs.
Also an idea for the next version, a way through lua to indicate to Mario Challange to skip inclusion of a level? I get levels that were originally shops or non levels in episodes which either gives the player a near automatic win or a reroll.
Try writing "excludeFromMarioChallenge" into the .lvl file of each level you wanna exclude.
|
|
|
|
|
|
|
|
|
-
Chaotic Gaming
- Buster Beetle

- Posts: 99
- Joined: Mon Jan 23, 2017 7:11 pm
-
Contact:
Postby Chaotic Gaming » Tue Mar 28, 2017 4:16 pm
Enjl wrote:CC_Comedic_Comentator wrote:Quantumenace wrote:I think they said they fixed Yoshi with the key for the next version. The level still exits after a few seconds and Lua starts working again, so just close it and don't worry too much about it.
I'd still like any confirmation that the sound freezing bug is on their radar, though.
This makes doing the Mario Challange difficult, if you use a keyhole exit on that mode it takes you to a blank world map after the glitch occurs.
Also an idea for the next version, a way through lua to indicate to Mario Challange to skip inclusion of a level? I get levels that were originally shops or non levels in episodes which either gives the player a near automatic win or a reroll.
Try writing "excludeFromMarioChallenge" into the .lvl file of each level you wanna exclude.
Thank you, I never new that option existed,
|
|
|
|
|
|
|
|
|
-
TailsFan99
- Guest
Postby TailsFan99 » Tue Mar 28, 2017 8:30 pm
Is there a way to make replaced music and sounds apply on the SMBX Mario Challenge?
(music.ini, sounds.ini)
|
|
|
|
|
|
|
|
|
-
Legend-tony980
- Monty Mole

- Posts: 106
- Joined: Fri Feb 21, 2014 7:47 pm
Postby Legend-tony980 » Sat Apr 01, 2017 7:22 am
I haven't been around for quite awhile. I tried this version and it was pretty amazing though! Also, I've seen someone has made Link in a Frog Suit. Awesome!
If there are plans for a new version, would Link be able to do stuff like these:
I've made sprites like these for Redigit's development before he turned me down in October 2010. After losing my files in 2014, I searched for them everywhere. Eventually, I had the idea of extracting sprites from .gif images I submitted on the internet and I have them back.
The sprites featured in the .gif files are featured there:
And no, those ain't no April Fools joke. Those are the real deal. 
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sat Apr 01, 2017 8:07 am
Legend-tony980 wrote:I haven't been around for quite awhile. I tried this version and it was pretty amazing though! Also, I've seen someone has made Link in a Frog Suit. Awesome!
If there are plans for a new version, would Link be able to do stuff like these:
I've made sprites like these for Redigit's development before he turned me down in October 2010. After losing my files in 2014, I searched for them everywhere. Eventually, I had the idea of extracting sprites from .gif images I submitted on the internet and I have them back.
The sprites featured in the .gif files are featured there:
And no, those ain't no April Fools joke. Those are the real deal. 
Perfect! I'll take those sprites for some experiments in PGE config packs
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Apr 01, 2017 8:10 am
Yo btw for everyone who isn't in codehaus: npc ids past 300 apparently work now so expect some new npc updates in the coming weeks!
|
|
|
|
|
|
|
|
|
-
Lila M-3210
- Hoopster

- Posts: 44
- Joined: Tue Feb 14, 2017 9:45 pm
Postby Lila M-3210 » Sat Apr 01, 2017 10:46 am
This is great news. n.n Thank you.
|
|
|
|
|
|
|
|
|
-
timocomsmbx2345
- Foo

- Posts: 853
- Joined: Sat Feb 06, 2016 1:44 pm
-
Contact:
Postby timocomsmbx2345 » Sat Apr 01, 2017 2:36 pm
Enjl wrote:Yo btw for everyone who isn't in codehaus: npc ids past 300 apparently work now so expect some new npc updates in the coming weeks!
I want to see almost every 38A exclusive npc appear in beta 4 now that you said this.
|
|
|
|
|
Return to “Archives”
Users browsing this forum: Semrush [Bot] and 1 guest
|