This problem achieves again but on another hardware
Microsoft.Xna.Framework.Audio.NoAudioHardwareException (0x80004005): OpenAL device could not be initialized, see console output for details. at Microsoft.Xna.Framework.Audio.OpenALSoundController..ctor () [0x00023] in <0e67766603aa4628bb7aefee84bb62c4>:0 at Microsoft.Xna.Framework.Audio.OpenALSoundController.get_GetInstance () [0x00007] in <0e67766603aa4628bb7aefee84bb62c4>:0 at Microsoft.Xna.Framework.SdlGamePlatform..ctor (Microsoft.Xna.Framework.Game game) [0x000cd] in <0e67766603aa4628bb7aefee84bb62c4>:0 at Microsoft.Xna.Framework.GamePlatform.PlatformCreate (Microsoft.Xna.Framework.Game game) [0x00000] in <0e67766603aa4628bb7aefee84bb62c4>:0 at Microsoft.Xna.Framework.Game..ctor () [0x00213] in <0e67766603aa4628bb7aefee84bb62c4>:0 at Terminal.Payment.UI.MyGame..ctor () [0x00000] in /media/destructor/SSD/Projects/TerminalClient_v7/GUI/Standard/TerminalUI/MonoGame.cs:41
Have you bundled OpenAL with the app?
Yes. I copied all Debug folder from my development machine to another machine with Radeon VGA. On my machine all works and other machines all works but on this Radeon it does not work. More over when I copied 3.6 version instead 3.7.1 to Radeon that also it begins to work.
When I use built version 3.7.1 from source code (master branch) that application does not crash but it does not work - I type command in terminal emulator press Enter caret return to next line but graphics Window does not achieve and I can not abort process (CTRL + C does not work). I did debug operation and recognize that here https://github.com/MonoGame/MonoGame/blob/97708388e9adf6cb2ff66171ed0be5d4183e6b63/MonoGame.Framework/Graphics/GraphicsDevice.cs#L496 thread stops
Hello friends. I’ve just installed pre-compiled 3.7.1 dev version from built server and it works. All thanks for attention!
FYI, new Edge browser really wants to block the downloads. Warned me twice that it was not going to keep the download.
Downloads perfectly fine on mine, you sure you using Edge Beta and not Firefox or something?
Would help if you posted a screenshot…
Ah, you can just allow at every step, and report it as safe, it’s because it is both a new executable and hosted on AWS, a notoriously insecure server platform.
Standard Edge also warns of this, frankly if other ‘browsers’ don’t warn people of this security warning, they’re not worth running.
Hello. I have a problem with the Pioeline Tool, the editor refuses to create text files with the spritefont extension. How can this be fixed?
If you’re using .ttf files, place them in the same folder as the spritefont file.
I cannot build spritefont. Just the basic one you create when you add new item.
it uses Arial. I have it in my font dir and also copied it to my contentfolder.(above post suggestion)
It still gives error for spritefont resource. image and sound files build without trouble.