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Program Using Sound Crashes -> Windows Loops Audio Forever
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Slushba132
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Program Using Sound Crashes -> Windows Loops Audio Forever
Anyone else have this problem?
I get it anytime a program playing sound crashes
windows just DUDUDUDUDUDUDUDUDUDUDDUDUDUDUDUDUDUDUDDUDUDUDUDDUDUDU
DUUUUUUUUUUUUUUUURRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR

The whole fudgeing time...
Apparently lots of people said you use to be able to fix this by disabling and enabling the device in the device manager but to do this on Windows 7 Ultimate 64 bit you have to restart (something that actually "fixes" the problem anyway

It genuinely bugs the spoon out of me.

When anything else breaks I'm not the type of user that jumps to the "restart the computer" solution. I like to know why things are broken and how to fix them so I don't have to shut down everything and rebuild again.

So far What I've tried to fix this:
Muting the default device and un-muting it
Restarting the windows audio service
Restarting the windows audio endpoint service
Fucking with the stupid equalizer that comes with the sound cards drivers and retoggling all options

Any one else have this problem?
Any one know how to actually fix this?

17/08/2012 07:45 PM
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ZiNgA BuRgA
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RE: Program Using Sound Crashes -> Windows Loops Audio Forever
It really may not be an audio issue.
There's typically some audio buffer which gets filled when you're listening to audio.  Thus if the system locks up, it can't fill this buffer and the last 0.5 seconds or so (depends on buffer length) just keeps looping.

Note that this is just my hypothesis - I don't exactly know the inner workings of the sound system.
17/08/2012 10:44 PM
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Joom
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RE: Program Using Sound Crashes -> Windows Loops Audio Forever
Heh...Windows.

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18/08/2012 09:22 AM
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Slushba132
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RE: Program Using Sound Crashes -> Windows Loops Audio Forever
(17/08/2012 10:44 PM)ZiNgA BuRgA Wrote:  It really may not be an audio issue.
There's typically some audio buffer which gets filled when you're listening to audio.  Thus if the system locks up, it can't fill this buffer and the last 0.5 seconds or so (depends on buffer length) just keeps looping.

Note that this is just my hypothesis - I don't exactly know the inner workings of the sound system.

This is also though conclusion that I've come up with.
I believe it is actually an error caused by DirectSound. Since DirectSound actually handles of windows audio processing in one way or another, and I've only ever noticed this occur when playing 3d games, winamp, or itunes all of which I know for a fact use DirectSound.

I think it may be somewhat related to newer versions of DirectX (I.E. DX11 since that is what the newer windows Operating systems that have this problem use)

Quote:The first thing you will notice is that in DirectX 11 the Direct Sound API is still the same one from DirectX 8. The only major difference is that hardware sound mixing is generally not available on the latest Windows operating systems. The reason being is for security and operating system consistency all hardware calls now have to go through a security layer. The older sound cards used to have DMA (direct memory access) which was very fast but doesn't work with this new Windows security model. So all sound mixing is now done at the software level and hence no hardware acceleration is directly available to this API.
I don't know for sure, but I think this may also have something to do with it...

18/08/2012 11:06 AM
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