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If (Not ChannelPlaying(event\SoundCHN)) crashes the game #256

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theOneTrueFunniBoi opened this issue Sep 16, 2023 · 3 comments
Open

If (Not ChannelPlaying(event\SoundCHN)) crashes the game #256

theOneTrueFunniBoi opened this issue Sep 16, 2023 · 3 comments

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@theOneTrueFunniBoi
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In the function UpdateElevators, the line:

If (Not ChannelPlaying(event\SoundCHN)) Then event\SoundCHN = PlaySound_Strict(ElevatorMoveSFX)

Specifically the If (Not ChannelPlaying(event\SoundCHN)) part causes a memory access violation if the Previous If check (If event\SoundCHN = 0 Then) fails.

@ChronoQuote
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Could you provide more info? What was happening in the game to cause this to crash it? What room were you in? Was your game modded?

Under normal circumstances, event\SoundCHN should only be non-zero if it corresponds to an active sound channel, in which case ChannelPlaying(event\SoundCHN) wouldn't crash the game.

@theOneTrueFunniBoi
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I've modified the game so there are elevators in SCP-079's chamber. Apon starting the elevator while 079's speech is playing, the game will throw a memory access violation pointing to the stated If statement. The same issue also occurs while you can hear scp-096's triggered sound.

@theOneTrueFunniBoi
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After the 079 speech, using the elevator will result in the elevator moving sound playing 50 times over with slightly different timing, causing earrape. This probably has something to do with the unknown stream console spam though.

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