Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

BMS EmitGameSound crash #78

Open
Alienmario opened this issue Aug 7, 2020 · 4 comments
Open

BMS EmitGameSound crash #78

Alienmario opened this issue Aug 7, 2020 · 4 comments

Comments

@Alienmario
Copy link

EmitGameSound* functions in Black Mesa crash the server.
Same sound plays correctly via playgamesound command.
I'm guessing it could be CSGO code like with trace functions in #70 .

Test code
soundtest.txt

Throttle
Thread 0 (crashed):
0: jit_code_3890720768_1048576 + 0xf64e0
https://crash.limetech.org/qdvzopc5s77y

SM 1.11.0.6562
Metamod 1.10.7-dev

@psychonic
Copy link
Member

I'll preface this with saying that I haven't had time to do any testing or debugging. However, from a look at the binary, it seems they added a few fields to CSoundParametersInternal. That could cause issues if the game's SoundEmitterSystem is trying to write past the bounds of our allocated struct.

The new fields do seem to be specific to BMS, but they did also add the Flush functionality from CS:GO to completely reload sounds. I pushed an update with both of those things now.

@Alienmario
Copy link
Author

So, how can I test this from a sm plugin?

@psychonic
Copy link
Member

So, how can I test this from a sm plugin?

The latest SM dev builds (1.11.0.6621 for example) should have this change. They use the latest version of the SDK at the time of building. Try your test case on that.

@Alienmario
Copy link
Author

No luck. Tested on both windows and linux.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants