[Bug 13046] Intermittent audio looping in Beyond Good and Evil

wine-bugs at winehq.org wine-bugs at winehq.org
Thu May 8 04:32:19 CDT 2008


http://bugs.winehq.org/show_bug.cgi?id=13046





--- Comment #1 from Ben Mayhew <ben-dev at gmx.net>  2008-05-08 04:32:19 ---
Created an attachment (id=12819)
 --> (http://bugs.winehq.org/attachment.cgi?id=12819)
-d3d_draw,+dsound,+relay

I tried running it with +relay to see what was happening when SetEvent() is not
being processed.  Line 344400 is surprising:

trace:dsound:SecondaryBufferImpl_GetCurrentPosition
(0x4d1ftrace:dsound:DSOUND_Chtrace:dsound:IDirectSoundBufferImpl_GetCurrentPosittrace:dsound:DSOUND_CheckEvent
ch001a:Call ntdll.RtlAcquireResourceShtrace:dsound:DSOUND_MixOne new
primar001a:Ret  ntdll.RtlAcquireResourceShar0019:Call
ntdll.RtlReleaseResource001a:Call ntdll.RtlRelea0019:Ret 
ntdll.RtlReleaseResource001a:Ret 
ntdll.RtlReleaseResourtrace:dsound:DSOUND_MixToPrimary M001a:Call
KERNEL32.GetTickCount() rtrace:dsound001a:Ret  KERNEL32.GetTickCount()
retval=0000236d
ret=7e8trace:trace:dsound:IDirectSoundBufferImpl_GetCurrentPosition playpos
trace:dsound:DSOUND_MixToPrimary MixToPrimary for 0x4e20440,
strace:dtrace:dsound:DSOUND_MixToPrimary MixToPrimary for 0x6070ac0, state=0

I'm not sure what's happening there but it looks like two threads are executing
at the same time.


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