The sound code of my Doom port, the Eternity Engine, is crashing
for one of my users who is running XP on an x86 Mac machine. When
compiled using SDL 1.2.10 and SDL_mixer 1.2.7, the program suffers
a crash at a seemingly arbitrary point within the post-mix callback
function. The game actually remains playable, but the standard
Windows error report dialog appears over the screen and the sound
begins to constantly repeat the last bytes of sound played. When
compiled with SDL 1.2.11, the main game thread also locks up.
The application error reported is 0xc0000005 (a memory access error
according to MSDN).
Here is a screenshot of the error happening:
And in this folder are some shots of the error report:
The error seems to occur within the function I_SDLUpdateSound
(this is the closest symbol to the crash address found in the map file
generated by Visual C++). That function can be found in this file:
I cannot make any inroads against this problem, since the crash is
only occurring for this particular user. Literally thousands of man hours
of play testing have gone into the game without this error ever
occuring elsewhere, so I’m hesitant to blame my own code. If
anyone has any clues as to what could cause this, I’d be highly
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