Seems it is the "C" function that converts arguments that does not work on 64-bits.
Please try the attached changes to jni.pas and ZPlatform_Android.inc.
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- Tue Oct 08, 2024 11:40 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
- Tue Oct 08, 2024 10:07 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
Also I just noticed the constant to choose stereo is 12 and not 2: https://developer.android.com/reference/android/media/AudioFormat#CHANNEL_OUT_STEREO So you could try changing 2 to 12 like this: bufferSizeInBytes := Env^.CallStaticIntMethodV(env, cAudioTrack, mGetMinBufferSize, C([AudioPlayer.Audi...
- Tue Oct 08, 2024 9:51 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
Try printing the bufferSizeInBytes value after it is assigned in ZPlatform_Android.
Platform_error('audio buffer size: ' + inttostr(bufferSizeInBytes));
Platform_error('audio buffer size: ' + inttostr(bufferSizeInBytes));
- Tue Oct 08, 2024 7:33 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
ZGE does not use SDL on Android.
About the audio crash: if you try to play a sound do you hear this at all before it crashes?
About the audio crash: if you try to play a sound do you hear this at all before it crashes?
- Mon Oct 07, 2024 8:22 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
I think Kjell contacted me with PM so it is possible the update was not mentioned on public forum. Sorry for the inconvenience.
For the Read beyond EOF issue: please try reimport the original model if you still have it.
For the Read beyond EOF issue: please try reimport the original model if you still have it.
- Mon Oct 07, 2024 7:16 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
MeshImport was updated earlier this year to handle different encoding options (in reply to Kjell having issues with .obj file import). Do you export to Android from the very latest ZGE? Please check to be sure: http://www.zgameeditor.org/files/ZGameEditor_beta.zip
- Fri Oct 04, 2024 3:08 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
Not sure if it matters but you could specify more debug options when compiling like this "-g -gl -gw"
- Fri Oct 04, 2024 7:28 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
Thread 20 "GLThread 731" received signal SIGSEGV, Segmentation fault. [Switching to Thread 9950.10745] When you see this, then it could be possible from gdb to get the callstack of the crashing thread (in this case thread 20). I've never used gdb but it seems getting the callstack is &quo...
- Wed Oct 02, 2024 7:04 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
Let's roll back a bit. Could there be problems with the size of the variables I changed in this commit ? Those changes look good so I don't think they are the problem. It seems it is possible to debug apps with jni native code from Android Studio: https://stackoverflow.com/questions/32413593/how-to...
- Mon Sep 30, 2024 11:17 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
Looks like a memory problem again. The vec3 memory is not initalized for some reason.
- Mon Sep 30, 2024 7:19 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
With audio disable, it is still crashing after a random number of frames (currently 25 to 78). But I like the idea. Are there other functions that I could totally disable like that without breaking anything? (other than Platform_GetCpuCount and ZClasses.Tasks.Enabled :lol:) With audio off and tasks...
- Fri Sep 27, 2024 7:31 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
It is strange that the log shows that it manages to render over 40 meshes before crashing. I have no idea why it would crash after working so relatively long. You could try disable audio in case the audio thread is complicating things: ZPlatform_Android.inc procedure Platform_InitAudio; insert exit ...
- Thu Sep 26, 2024 1:29 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
We need to be able to see more of the callstack when it crashes.
Try this:
Inc zzdc_globalopt.inc
At the end add these lines
Try this:
Inc zzdc_globalopt.inc
At the end add these lines
Code: Select all
{$ifdef android}
{$STACKFRAMES ON}
{$endif}
- Wed Sep 25, 2024 5:44 pm
- Forum: ZGameEditor Visualizer
- Topic: How to make a whole song waveform "image"?
- Replies: 2
- Views: 68
Re: How to make a whole song waveform "image"?
Hi, FL Studio doesn't know ahead of time the waveform for the whole song. But you can export the project from FL Studio to a wav-file first and then import that into Edison. Then capture the Edison window to ZGameEditor. In the attached zip there is a FL Studio project that demonstrates the concept.
- Wed Sep 25, 2024 5:36 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 154
- Views: 39968
Re: Google Play New problem : 64bits
Still only that line with "SYSTEM_$$_WAITFREE_VAR" which I assume is some kind of threaded memory issue. I wish it would show more info. I assume you still have those cthreads and cmem additions in the dpr-file. Maybe you could try your full Omeganaut project again and see where that crash...