I’m currently porting an XNA game to MonoGame and I’ll have to say that you Tom and all contributors can be proud with what you’ve achieved here. Awesome framework. Awesome people.
(Just recognizing as I’m typing… awesome board as well).
Nevertheless I have a problem that I’m just not able to tackle and I’m looking for someone to hopefully point out the bloody obvious to me since there has to be something I’m do wrong here.
The problem is as follows:
When calling Apply3D(AudioListener, AudioEmitter)
on a SoundEffectInstance
I always get a System.AccessViolationException in SharpDX.PlatformApply3D(AudioListener, AudioEmitter)
.
I’m calling Apply3D
from the main thread and it happens when playing a single SoundEffectInstance
directly from the update-method of the game (tested that). So I don’t think it’s a threading problem, which I came across when researching the matter.
And I want to mention that all of this happens during normal game-execution, not when exiting.
Without Apply3D everything works like a charm. I’m playing loads of samples. No problem there.
But when I call Apply3D even once… Boom! Crash!
I’m using the latest version from the develop branch on a Windows 8.1 machine.
Could anyone please try to call SoundEffectInstance.Apply3D()
in order to confirm this?
So what obvious thing am I missing here since I don’t think that I could be the only one with that problem?
Thanks in advance.