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List:       wine-devel
Subject:    Re: Infinite loop in cvs-990529
From:       Ove Kaaven <ovek () arcticnet ! no>
Date:       1999-05-29 22:38:24
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On Sat, 29 May 1999 mawali@news.icns.com wrote:

> trace:dsound:DSOUND_MixInBuffer allocating buffer (size = 5512)
> trace:dsound:DSOUND_MixInBuffer MixInBuffer (0x40c2d2a0) len = 5512
> trace:dsound:DSOUND_MixerNorm (0x40c2d2a0, 0x40c369f4, 0x859c048), playpos=000096b8
> trace:dsound:DSOUND_MixerNorm (0x40c2d2a0) Best case
> trace:dsound:IDirectSoundImpl_Release (0x40c22578), ref was 4
> trace:dsound:DSOUND_MixInBuffer allocating buffer (size = 5512)
> trace:dsound:DSOUND_MixInBuffer MixInBuffer (0x40c2d2a0) len = 5512
> trace:dsound:DSOUND_MixerNorm (0x40c2d2a0, 0x40c37f7c, 0x859c048), playpos=0000ac40
> 
> And the same thing repeats forever

Yeah, wouldn't you expect the dsound thread to keep playing forever if the
app doesn't stop it? The above isn't initialization, it is playing (that
the app hasn't given it anything substantial to play yet is another
matter, it must keep playing the buffer anyway as long as dsound is
started).

It is more likely that you are experiencing the problem Eric Pouech is
currently investigating, that the service thread has somehow got hung,
thus failing to deliver timing events (both multimedia real-time 
callbacks and standard messaging timers), which games will obviously wait
for before proceeding.


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