project64
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[Bug]: When sound output device gets lost, the application freezes and does not recover
Expected behavior?
I am using the Sennheiser GSP 350 USB headphones as my primary sound device on Windows 10. Sometimes I accidentally unplug the usb connector of my headphones while I am using Project64. I expect that the application automatically switches to the next sound device that Windows 10 selects as my primary (in this case my monitor) and continues to work normally.
Actual behavior?
I am using the Sennheiser GSP 350 USB headphones as my primary sound device on Windows 10. Sometimes I accidentally unplug the usb connector of the headphones while I am using Project64. In this case, the Project64 application freezes. It does not recover when I replug the headphones. Therefore I have to kill the process and run a new instance to be able to play again. Of course I lose some progress in the game that I was running before.
Steps to reproduce the problem
- Select primary sound device on Windows 10 (Headphones (Sennheiser Communication Audio)) 2.Run Project64 and start a ROM 3.Unplug the Sennheiser sound device while running the ROM. 4.Notice that the application freezes 5.Replug the Sennheiser headphones 6.Notice that the application does not recover ...
Error messages?
No response
What game were you playing?
Title: Donkey Kong 64 (E)
Specifications and build details
Project64: 3.0.1.5664-2df3434
OS: Windows 10, 21H2 Version Build 19044.1766
CPU:AMD Ryzen 9 5900X 12-Core Processor, 3701 MHz, 12 Cores, 24 logical cores RAM:32GB (2x16GB) G.Skill RipJaws V DDR4 3200MHz Graphics:10GB NVIDIA RTX3080
Using included plugins
- [X] I can confirm I am using the included RSP, audio, input, and graphics plugins
Plugins used while the issue occurred
Graphics plugin (and HLE or LLE): GLideN64 Audio plugin: Input plugin: RSP plugin:
Copyright Compliance
- [X] There are no infringing files attached to this bug report.
Does this occur with any audio device or just your headphones?
Also have you tried this on the latest development builds?
Duplicate of #2159, Dsound doesn't support endpoint changes
You assume incorrectly.
might be able to glean a method out of this https://www.virtualbox.org/svn/vbox/trunk/src/VBox/Devices/Audio/DrvHostAudioDSoundMMNotifClient.cpp