macOS GZDoom blasts speaker

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macOS GZDoom blasts speaker

Postby loopdeloop » Sun Feb 09, 2020 11:11 am

Hey I am new to the forums,

Problem is while I am playing vanilla or modded if I die or get damaged speaker goes full blast. Sound is inaudible so I am not sure what sound it is. I never knew laptop speakers were able to make that much sound lol

when I restart the game it gets fixed but it randomly happens again at some point

intel i5 8gb ram intel iris yada yada yada i don't think it does matter

i am on latest version of GZDoom on macOS
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Re: macOS GZDoom blasts speaker

Postby _mental_ » Mon Feb 10, 2020 2:36 am

The latest version is the relative thing. Do you use 4.3.3 or devbuild? Did previous versions have this issue?
Do you change any sound related options? If you don't remember, please post your config file, ~/Library/Preferences/gzdoom.ini
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Re: macOS GZDoom blasts speaker

Postby loopdeloop » Tue Feb 11, 2020 4:49 am

Thank you for your reply,

yes I use 4.3.3, never used older versions on Mac environment before. No I didn't change any sound options they are on default settings.

I can't find GZDoom.ini on ~/Library/Preferences/ it contains bunch of .plist files about default macOS apps. can't find it inside the GZDoom.app either I use Mac OS catalina

When the problem occurs I just quickly command-q but it is a temporary fix after all, and the problem can cause hardware damage to speakers, even worse if you are connected to a amp or something it would %100 damage it. It only happens when I use .pk3 files as I see it. But not just on one, same problem across all the mods I have tried
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Re: macOS GZDoom blasts speaker

Postby _mental_ » Tue Feb 11, 2020 9:48 am

Please use whereisini console command to find out the path to config file.

Regarding the problem itself, I can suggest to try 4.2.4 first, and then the latest devbuild. I have a guess, but it seems only you can confirm it.
A number of GZDoom users on macOS is quite small, and often they don't report issues for some reason. Apparently, I cannot do exhaustive tests just by myself.
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Re: macOS GZDoom blasts speaker

Postby loopdeloop » Tue Feb 11, 2020 1:23 pm

Where can I download older versions? Would setting up an older version mess up with my settings?

https://we.tl/t-fIehFvgKGl here is the config file
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Re: macOS GZDoom blasts speaker

Postby loopdeloop » Tue Feb 11, 2020 1:37 pm

I can't edit my earlier post because it is not here so,

I've tested everything on 4.2.4 issue is gone, and some missing hud elements in some mods are back too.
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Re: macOS GZDoom blasts speaker

Postby _mental_ » Wed Feb 12, 2020 7:33 am

There is nothing special in your config regarding sound setup. Underwater reverb and HRTF are disabled, and these are the only changes from default settings.
It's OK that 4.2.4 isn't affected by this bug. Still, could you please try with the latest devbuild?
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Re: macOS GZDoom blasts speaker

Postby loopdeloop » Thu Feb 13, 2020 10:18 am

Just tested and yes, it occurs on latest dev build too. when I'm at e1m1 on doom 2 as soon as I hit the soldier from the back a loud digital BEEP sound occurs. Even if my laptop is on lowest sound it is quite loud
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Re: macOS GZDoom blasts speaker

Postby _mental_ » Thu Feb 13, 2020 2:37 pm

I was unable to reproduce this issue. Anyway, here is the newest build. Please give it a try. The results will help me to narrow down the cause of this problem.
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Re: macOS GZDoom blasts speaker

Postby loopdeloop » Fri Feb 14, 2020 4:43 am

It doesn't happen on the newest build. it happens on brutal doom, NZDE, death foretold etc.. it won't happen on vanilla tho
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Re: macOS GZDoom blasts speaker

Postby _mental_ » Fri Feb 14, 2020 5:06 am

I don't care if it happens with mods or not. I'm only interested in the fact that the issue is still here. I guessed wrong then, I expected that it will be fixed in the latest build.
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Re: macOS GZDoom blasts speaker

Postby _mental_ » Sat Feb 15, 2020 2:44 am

On the second thought, you can try builds stored here.

Check g4.3pre-307-g20e61ead4 first, most likely it's fine. Then try g4.3pre-582-g8be7ef0ec, I guess it has the problem.
If these assumptions are correct, with the help of bisection you will find the first affected build after four attempts.
Knowing that build may given some clues to this issue.

Also, it would be nice to turn off music by setting its volume to zero in menu. Or just set snd_musicvolume console variable to zero.
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Re: macOS GZDoom blasts speaker

Postby Jarvis Sullerhall » Wed Mar 11, 2020 12:45 pm

I'm also having this issue on 4.3.3. I'll see if I can help track down the issue.
Jarvis Sullerhall
 

Re: macOS GZDoom blasts speaker

Postby fuchal » Wed Mar 11, 2020 5:17 pm

So far, I can confirm the issue happens in 4.3.3 and the latest 4.4 dev build. I'm trying to go back in builds to see when it doesn't happen. But since it's not exactly easy to reproduce, it may take a bit of time. If there's a better way to track it down, or this isn't useful at all, let me know.


Maybe unrelated, but I had a recent sound related crash as well running 4.3.3.

Process: gzdoom [11710]
Path: /Applications/GZDoom.app/Contents/MacOS/gzdoom
Identifier: org.drdteam.gzdoom
Version: g4.3.3 (0)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
User ID: 501

Date/Time: 2020-03-11 14:22:43.085 -0400
OS Version: Mac OS X 10.15.3 (19D76)
Report Version: 12
Bridge OS Version: 4.2 (17P3050)
Anonymous UUID: F23364C5-E893-AD14-3487-76EA38D27A52

Sleep/Wake UUID: 7BC10A36-4DA0-4742-AC00-E752D3AFEB9E

Time Awake Since Boot: 15000 seconds

System Integrity Protection: enabled

Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000476
Exception Note: EXC_CORPSE_NOTIFY

Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process: exc handler [11710]

VM Regions Near 0x476:
-->
__TEXT 00000001041b4000-0000000104ffd000 [ 14.3M] r-x/r-x SM=COW /Applications/GZDoom.app/Contents/MacOS/gzdoom

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 org.drdteam.gzdoom 0x00000001045b6de2 DoomSoundEngine::CalcPosVel(int, void const*, float const*, int, int, FSoundID, TVector3<float>*, TVector3<float>*, FSoundChan*) + 258
1 org.drdteam.gzdoom 0x00000001045bb1c5 SoundEngine::CheckSoundLimit(sfxinfo_t*, TVector3<float> const&, int, float, int, void const*, int) + 197
2 org.drdteam.gzdoom 0x00000001045ba74e SoundEngine::StartSound(int, void const*, TVector3<float> const*, int, TFlags<EChanFlag, unsigned int>, FSoundID, float, float, FRolloffInfo*, float) + 702
3 org.drdteam.gzdoom 0x00000001045b630b S_PlaySoundPitch(AActor*, int, TFlags<EChanFlag, unsigned int>, FSoundID, float, float, float) + 427
4 ??? 0x000000010bc1b9f3 0 + 4492212723
fuchal
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Joined: 11 Mar 2020
Operating System: Mac OS X 10.8 or later
Graphics Processor: ATI/AMD with Vulkan Support

Re: macOS GZDoom blasts speaker

Postby _mental_ » Thu Mar 12, 2020 12:09 am

Could you please explain how to reproduce this crash?
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