Page 1 of 1

[1.1.63] Crash Invalid sound progress value (SoundInstanceSDL::setPlayingProgress)

Posted: Sun Jul 31, 2022 7:24 pm
by fienxjox
Had this happen twice, seems like when heavily zoomed in, in a stopped train and another train comes by but not 100% sure yet. Crash log attached, will update if it happens again.

Code: Select all

Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-qcmsfr\src\sound\sdl\soundinstancesdl.cpp (129): SoundInstanceSDL::setPlayingProgress
c:\cygwin64\tmp\factorio-build-qcmsfr\src\sound\entityworkingsound.cpp (188): EntityWorkingSound::startPlayingActive
c:\cygwin64\tmp\factorio-build-qcmsfr\src\sound\entityworkingsound.cpp (414): EntityWorkingSound::update
c:\cygwin64\tmp\factorio-build-qcmsfr\src\sound\environmentsoundplayer.cpp (113): EnvironmentSoundPlayer::update
c:\cygwin64\tmp\factorio-build-qcmsfr\src\game.cpp (434): Game::prepareRender
c:\cygwin64\tmp\factorio-build-qcmsfr\src\mainloop.cpp (1039): MainLoop::prepare
c:\cygwin64\tmp\factorio-build-qcmsfr\src\mainloop.cpp (678): MainLoop::mainLoopStep
c:\cygwin64\tmp\factorio-build-qcmsfr\src\mainloop.cpp (394): MainLoop::run
c:\cygwin64\tmp\factorio-build-qcmsfr\src\main.cpp (1145): wmain
f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl (288): __scrt_common_main_seh
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFC91C47034)
00007FFC91C47034 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFC921C2651)
00007FFC921C2651 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
24083.047 Error SoundInstanceSDL.cpp:129: Invalid sound progress value.

Re: [1.1.63] Crash Invalid sound progress value

Posted: Sun Jul 31, 2022 7:27 pm
by Rseding91
Thanks for the report. If you have a save file that reproduces the crash that would be super useful.

Re: [1.1.63] Crash Invalid sound progress value

Posted: Sun Jul 31, 2022 8:10 pm
by fienxjox
Attached is the save that's done it twice, but its not from near a crash because at the time I had 60 minute autosaves. I've set it to 60 second now so if it crashes hopefully I have a save that's close.

Edit: save not wanting to upload (size limit?), will send to you Rseding dropbox link via discord DM

[1.1.63] Game crashed with no visible immediate cause

Posted: Mon Aug 01, 2022 2:19 am
by notnotatschool
Log and save file attached. Playing with a moderately large number of mods (screenshots of modlist attached), the game crashed. At that moment I was inside a Locomotive 3. I wasn't interacting with the keyboard/mouse. I had a minute or two prior placed a nanoassembler 2 with the recipe "Grass progenitor". I can't think of any other actions I could have taken which would have done anything here. I have not been able to recreate the crash.

Merged...

[1.1.63] Crashing to desktop - no mods. (SoundInstanceSDL::setPlayingProgress)

Posted: Tue Aug 02, 2022 12:36 am
by vicarion
No mods, pure vanilla. Ribbon world, playing multiplayer with one other person. Host crashing to desktop.

Has happened 4 times, all within the last ~5 hours of gameplay. No obvious specific cause. Loading last autosave and continuing to play works.

Re: [1.1.63] Crashing to desktop - no mods.

Posted: Tue Aug 02, 2022 1:45 am
by Loewchen
Post the log of the session with the crash please.

Re: [1.1.63] Crashing to desktop - no mods.

Posted: Tue Aug 02, 2022 2:44 am
by vicarion
Sorry, I thought I had, hopefully this is what you need.

Re: [1.1.63] Crashing to desktop - no mods. (SoundInstanceSDL::setPlayingProgress)

Posted: Tue Aug 02, 2022 4:26 pm
by vicarion
Crashed again, here's another set of log files.

Same map. This time I was hosting multiplayer, but playing alone.

Seemed to happen when I clicked on the train engine I was riding in, but loading auto save and repeating action did not cause crash.

Re: [1.1.63] Crash Invalid sound progress value (SoundInstanceSDL::setPlayingProgress)

Posted: Wed Aug 03, 2022 4:51 pm
by Rseding91
Thanks for all the reports. Boskid and I found the issue and it's now fixed for the next release.