Building a universal, human-friendly music interface. ...But first we have to fix the bugs!
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This is the error message I get: SEH Access Violation on Read in ''PortAudio initialization''
This is my info dump:
app-os: Windows 10
imitone-edition: imitone beta/Core
imitone-version: 0.10.1b
app-id: com.interactopia.imitone
app-version: 0.10.1b
app-platform: firstparty
app-os-build: Windows
app-error-hash: HYLD7W
app-error-message:
| SEH Access Violation on Read in ''PortAudio initialization''
app-os-version: 10.0.19041
imitone-key-part: AQU-ABRX-AXTG
report-title:
| SEH Access Violation on Read in ''PortAudio initialization''
app-location:
| C:\Program Files\imitone\imitone.exe
app-path-data:
| C:\Users\hsjunnesson\AppData\Roaming\com.interactopia.imitone
app-path-working: C:\Program Files\imitone
app-status: Running
app-status-info:
| SEH Access Violation on Read in ''PortAudio initialization''
app-time-duration: 00:03
app-time-local-boot: 2020-11-10 10:40:21
app-time-local: 2020-11-10 10:40:24
app-time-gmt: 2020-11-10 09:40:24
Got an app_log.txt here:
===== Opening log file at `C:\Users\hsjunnesson\AppData\Roaming\com.interactopia.imitone\app_log.txt' =====
Binary: C:\Program Files\imitone\imitone.exe
Log location: C:\Users\hsjunnesson\AppData\Roaming\com.interactopia.imitone\app_log.txt
Command line: `C:\Program Files\imitone\imitone.exe'
Starting application.
|| [init console]
initializing with script imitone/imitone.ini
Console is GO.
|| [init universe]
|| [init clock]
Initializing SDL...
Built with SDL 2.0.12
Running with SDL 2.0.12
|| [init player]
MIDI Devices:
|-0: `Microsoft MIDI Mapper' out
|-1: `Microsoft GS Wavetable Synth' out
|| [init graphics]
Text is GO.
Graphics initializing...
Displays:
#0: 2560x1440, 59hz
#1: 1920x1080, 60hz
graphics.debug = 1
screen_multisample = 4
Setting up OpenGL window...
Attempting GL 4.6 (debug), MSAA=0
Acquired GL 4.6 (debug), MSAA=0
...GL_VERSION string: 4.6.0 NVIDIA 456.71
...OK!
SDL: created window at 600x685 @1x
Screen FBO: #0, size 600x685
SDL: changed displays -1 >> 0
SDL: set pixel scale to 1
GL version: 4.6.0 NVIDIA 456.71
GL vendor: NVIDIA Corporation
GL renderer: GeForce GTX 1080/PCIe/SSE2
OpenGL debug output: ARB_debug_output ...OK
GLSL version: 4.60 NVIDIA
OpenGL Extensions...
GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control (Compiling default shaders...)
(GLSL Version: 4.60 NVIDIA)
---------------------------------------------
Graphics are GO.
|| [init audio]
|| [display preloader]
Framebuffer complete...
Color buffer: 600x685 (x4) R8G8B8A8 (format 8058)
Depth buffer: 600x685 (x4) D24S8 (format 88f0)
GUI is GO.
|| [init network]
|| [init complete]
// [plaid initialization begin]
---------------------------------
Plaid engine application
Built on or after Oct 24 2020, 18:36:52
---------------------------------
\\ [plaid initialization complete]
: Antialiasing request on, quality 8
: vsync: Vsync is now ON
: Antialiasing request on, quality 8
:
: Running task `imitone.key_entry'...
:
==== Wrote Runstatus: ====
RUNNING_
==========================
Running game...
Key unlocked edition: imitone-core
--- Importing Skin Graphics ---
(source: imitone/skins/core)
button label (labelScaleKey): Expected 1 #FF80FF-colored shapes, but 2 were present...
button label (labelOutMode): Expected 1 #80FFFF-colored shapes, but 2 were present...
imitone/skins/core\tuner_mask_off.svg: Expected 1 shapes, but 2 were present...
Slider size: -2.33499, -0.566669, 2.33506, 0.566669
imitone/skins/core\routing_arrows.svg: Expected 3 sprites, but 7 were present...
imitone/skins/core\but_vibrato_control.svg: Expected 3 sprites, but 4 were present...
--- Imported Skin Graphics ---
*** PORTAUDIO INIT ***
PA:|before paHostApiInitializers[0].
PA:|after paHostApiInitializers[0].
PA:|before paHostApiInitializers[1].
PA:|ASIO names[0]:Focusrite Thunderbolt ASIO
PA:|Skipping ASIO device:Focusrite Thunderbolt ASIO
PA:|ASIO names[1]:Focusrite USB ASIO
PA:|PaAsio_Initialize: drv:1 name = Focusrite USB ASIO
PA:|PaAsio_Initialize: drv:1 inputChannels = 2
PA:|PaAsio_Initialize: drv:1 outputChannels = 2
PA:|PaAsio_Initialize: drv:1 bufferMinSize = 16
PA:|PaAsio_Initialize: drv:1 bufferMaxSize = 1024
PA:|PaAsio_Initialize: drv:1 bufferPreferredSize = 192
PA:|PaAsio_Initialize: drv:1 bufferGranularity = 16
PA:|PaAsio_Initialize: drv:1 defaultSampleRate = 44100.000000
PA:|PaAsio_Initialize: drv:1 defaultLowInputLatency = 0.004354
PA:|PaAsio_Initialize: drv:1 defaultLowOutputLatency = 0.004354
PA:|PaAsio_Initialize: drv:1 defaultHighInputLatency = 0.023220
PA:|PaAsio_Initialize: drv:1 defaultHighOutputLatency = 0.023220
PA:|ASIO names[2]:Generic Low Latency ASIO Driver
PA:|PaAsio_Initialize: drv:2 name = Generic Low Latency ASIO Driver
PA:|PaAsio_Initialize: drv:2 inputChannels = 2
PA:|PaAsio_Initialize: drv:2 outputChannels = 2
PA:|PaAsio_Initialize: drv:2 bufferMinSize = 480
PA:|PaAsio_Initialize: drv:2 bufferMaxSize = 480
PA:|PaAsio_Initialize: drv:2 bufferPreferredSize = 480
PA:|PaAsio_Initialize: drv:2 bufferGranularity = 480
PA:|PaAsio_Initialize: drv:2 defaultSampleRate = 44100.000000
PA:|PaAsio_Initialize: drv:2 defaultLowInputLatency = 0.010884
PA:|PaAsio_Initialize: drv:2 defaultLowOutputLatency = 0.010884
PA:|PaAsio_Initialize: drv:2 defaultHighInputLatency = 0.010884
PA:|PaAsio_Initialize: drv:2 defaultHighOutputLatency = 0.010884
PA:|ASIO names[3]:M-Track Quad ASIO Driver
SEH Access Violation on Read in "PortAudio initialization"
==== Wrote Runstatus: ====
ERROR___
==========================
**********************************************************************
Plaid Error Report (level 1, Fatal) (critical) (back. thread) (NO engine)
SEH Access Violation on Read in "PortAudio initialization"
Detail:
At address @00007FFAF5905846
INFO: @0000000000000000, @0000000000000008
Executable: C:\Program Files\imitone\imitone.exe
Run status: Running
Run status info: SEH Access Violation on Read in "PortAudio initialization"
Source: Structured Exception Handler
[...opening error file: C:\Users\hsjunnesson\AppData\Roaming\com.interactopia.imitone\app_error.txt ...]
[...opened, dumping...]
[...dump successful...]
Run Timer: 00:03
Start Time: 2020-11-10 10:40:21
Error Time: 2020-11-10 10:40:24
Error Time (GMT): 2020-11-10 09:40:24
Memory usage: 71 MiB
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
[...probe profiler...]
[...hash begin...]
[...trace begin...]
[...trace done; extracting hash...]
[...trace & hash ready...]
Profiler: Main Thread
Hashcode: HYLD7W
Backtrace:
"PortAudio initialization"
bool __cdecl plaid_portaudio::Driver::initialize(void)
__cdecl perilymph::Devices::Devices(class perilymph::App *)
__cdecl perilymph::App::App(class plaid::Universe::Entity &)
"Task Launch"
void __cdecl plaid::Program::handle(class plaid::Command &)
void __cdecl plaid::Console::handle(class plaid::Command &)
"tasks"
[root]
===== Closing log file. =====
And an app_error.txt here:
Plaid Error Report (level 1, Fatal) (critical) (back. thread) (NO engine)
SEH Access Violation on Read in "PortAudio initialization"
Detail:
At address @00007FFAF5905846
INFO: @0000000000000000, @0000000000000008
Executable: C:\Program Files\imitone\imitone.exe
Run status: Running
Run status info: SEH Access Violation on Read in "PortAudio initialization"
Source: Structured Exception Handler
Run Timer: 00:03
Start Time: 2020-11-10 10:40:21
Error Time: 2020-11-10 10:40:24
Error Time (GMT): 2020-11-10 09:40:24
Memory usage: 71 MiB
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Profiler: Main Thread
Hashcode: HYLD7W
Backtrace:
"PortAudio initialization"
bool __cdecl plaid_portaudio::Driver::initialize(void)
__cdecl perilymph::Devices::Devices(class perilymph::App *)
__cdecl perilymph::App::App(class plaid::Universe::Entity &)
"Task Launch"
void __cdecl plaid::Program::handle(class plaid::Command &)
void __cdecl plaid::Console::handle(class plaid::Command &)
"tasks"
[root]
**********************************************************************
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0.10.2 resolves this issue.
Make sure to install with the default "automatic" audio option under Fixes & Tweaks. (In our next update we will remove the other options entirely as they've outlived their usefulness.)
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