Yizzard
Member
So basically I have been having this error happen in one level specifically of my game, and not anywhere else where if you enter a battle with an enemy every once in a while the game crashes. I have no idea if it's happening due to this OpenAL error that i keep getting but I don't really see this error anywhere else in the game, so I think it's connected. At first I thought that it was trying to load some empty audio files that I had but I replaced them all with stand-ins and it still isn't working. Basically, the game is a platformer in the overworld but colliding with an enemy puts it into a jrpg battle, so after switching screens to the battle screen (which is another room) is when it always crashes. But it hardly ever does it so it's impossible to debug. Here's my output log for the last time I managed to get it to crash:
Entering main loop.
**********************************.
Resizing swap chain...
Resizing window...Audio group 1 -> Loading...
Audio group 2 -> Loading...
Audio group 1 -> Loaded
Audio group 2 -> Loaded
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
Pause event has been registered for this frame
Pause event has been unregistered
Pause event has been registered for this frame
Pause event has been unregistered
OpenAL error: 40963 (Audio_Tick End)
Pause event has been registered for this frame
Pause event has been unregistered
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
Pause event has been registered for this frame
Pause event has been unregistered
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
Error setting sample buffer
X://windows/Runner.exe exited with non-zero status (-1073741819)
elapsed time 00:07:42.4694826s for command "C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.3.2.426/bin/Igor.exe" -j=8 -options="C:\Users\Yizzard\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -v -- Windows Run started at 06/26/2021 14:08:41
"cmd" /c subst Z: /d
elapsed time 00:00:00.1226719s for command "cmd" /c subst Z: /d started at 06/26/2021 14:16:23
"cmd" /c subst Y: /d
elapsed time 00:00:00.1196797s for command "cmd" /c subst Y: /d started at 06/26/2021 14:16:23
"cmd" /c subst X: /d
elapsed time 00:00:00.1146940s for command "cmd" /c subst X: /d started at 06/26/2021 14:16:23
FAILED: Run Program Complete
For the details of why this build failed, please review the whole log above and also see your Compile Errors window.
I have absolutely no clue what could be causing this or even where to look. I'm not sure if anyone will be able to help me with this, but if you happen to have any idea what could be causing this please let me know. There are buzzsaw objects that constantly loop a buzzing noise, but the player character every frame deactivates all objects in the room then reactivates ones within a certain radius to reduce lag and so that there aren't too many audio files trying to play at once which often resulted in many of them being stopped due to priority shenanigans. This could even have nothing to do with the audio, but I'm just assuming it does. Also, when it crashes, it simply exits out of the game. It doesn't stop on a single line of code and say error or anything it just closes out of the game like I had pressed the x in the corner. Idk if it's doing this because of some sort of memory leak thing or what, but the game runs perfectly smoothly (it caps at 60 fps, but the debugger says that it can run at like anywhere from 1,500-5,000 fps depending on whether the player is in battle or in an area with a lot of objects or whatever) and there's no drop in frames at all before crashes or anything.
The only time frames drop at all is when loading between areas because I prefetch all sprites (it also does this at the beginning of battles, but 95% of the time the battle prefetches don't cause any frame drops, also they are entirely unnoticeable as it occurs during the transition between two areas or between the overworld and the in battle screen, I wouldn't quite say loading screens because they last for a max of like a second or two at absolute most, but still. The point of that whole ramble is, if it is some sort of memory leak it happens instantly. It's running smoothly at like 1500 fps then I enter a battle and then all of a sudden the game's closed. Also I can't hear any problem with the background music or the sfx of the buzzsaws or attacks or anything either, so I don't even know what this error means or what it's doing. I have looked it up and haven't found anything useful. Anyway, sorry for the long unfocused ramble but I'm just trying to give as much info as possible that may relate to the problem. Thanks to anyone who has any information!
Entering main loop.
**********************************.
Resizing swap chain...
Resizing window...Audio group 1 -> Loading...
Audio group 2 -> Loading...
Audio group 1 -> Loaded
Audio group 2 -> Loaded
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
Pause event has been registered for this frame
Pause event has been unregistered
Pause event has been registered for this frame
Pause event has been unregistered
OpenAL error: 40963 (Audio_Tick End)
Pause event has been registered for this frame
Pause event has been unregistered
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
Pause event has been registered for this frame
Pause event has been unregistered
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
OpenAL error: 40963 (Audio_Tick End)
Error setting sample buffer
X://windows/Runner.exe exited with non-zero status (-1073741819)
elapsed time 00:07:42.4694826s for command "C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.3.2.426/bin/Igor.exe" -j=8 -options="C:\Users\Yizzard\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -v -- Windows Run started at 06/26/2021 14:08:41
"cmd" /c subst Z: /d
elapsed time 00:00:00.1226719s for command "cmd" /c subst Z: /d started at 06/26/2021 14:16:23
"cmd" /c subst Y: /d
elapsed time 00:00:00.1196797s for command "cmd" /c subst Y: /d started at 06/26/2021 14:16:23
"cmd" /c subst X: /d
elapsed time 00:00:00.1146940s for command "cmd" /c subst X: /d started at 06/26/2021 14:16:23
FAILED: Run Program Complete
For the details of why this build failed, please review the whole log above and also see your Compile Errors window.
I have absolutely no clue what could be causing this or even where to look. I'm not sure if anyone will be able to help me with this, but if you happen to have any idea what could be causing this please let me know. There are buzzsaw objects that constantly loop a buzzing noise, but the player character every frame deactivates all objects in the room then reactivates ones within a certain radius to reduce lag and so that there aren't too many audio files trying to play at once which often resulted in many of them being stopped due to priority shenanigans. This could even have nothing to do with the audio, but I'm just assuming it does. Also, when it crashes, it simply exits out of the game. It doesn't stop on a single line of code and say error or anything it just closes out of the game like I had pressed the x in the corner. Idk if it's doing this because of some sort of memory leak thing or what, but the game runs perfectly smoothly (it caps at 60 fps, but the debugger says that it can run at like anywhere from 1,500-5,000 fps depending on whether the player is in battle or in an area with a lot of objects or whatever) and there's no drop in frames at all before crashes or anything.
The only time frames drop at all is when loading between areas because I prefetch all sprites (it also does this at the beginning of battles, but 95% of the time the battle prefetches don't cause any frame drops, also they are entirely unnoticeable as it occurs during the transition between two areas or between the overworld and the in battle screen, I wouldn't quite say loading screens because they last for a max of like a second or two at absolute most, but still. The point of that whole ramble is, if it is some sort of memory leak it happens instantly. It's running smoothly at like 1500 fps then I enter a battle and then all of a sudden the game's closed. Also I can't hear any problem with the background music or the sfx of the buzzsaws or attacks or anything either, so I don't even know what this error means or what it's doing. I have looked it up and haven't found anything useful. Anyway, sorry for the long unfocused ramble but I'm just trying to give as much info as possible that may relate to the problem. Thanks to anyone who has any information!