http://bugs.winehq.org/show_bug.cgi?id=28644 --- Comment #1 from Andrew Eikum <aeikum(a)codeweavers.com> 2011-10-11 09:57:52 CDT --- Created attachment 36814 --> http://bugs.winehq.org/attachment.cgi?id=36814 (NEEDS WORK) dsound: Don't claim to support hardware buffers Thanks for the very nice bug report. This also happens on my system. For some reason, the app is continually creating new buffers with IDirectSound8::CreateSoundBuffer(). The buffers are requested with DSBCAPS_LOCHARDWARE. If I detect that flag and return an error code, then the app releases all buffers and quits out of dsound entirely. Maybe they're trying to probe exactly how many hardware buffers can be created? The reason this didn't fail with the ALSA dsound driver is because that driver just returned E_NOTIMPL for hardware buffers, which triggered the quit from dsound as I described. Unfortunately, I can't get the actual game to launch ("Failed to launch client program"), so I can't see how it behaves when actually playing audio. I've attached a rough patch here which restores the ALSA dsound driver behavior (returning E_NOTIMPL), which also matches the behavior of my Windows 7 VM after a brief test. This should stop the CPU & RAM hogging. If you're capable of testing the actual application, can you tell me if this seems to fix sound entirely? -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email Do not reply to this email, post in Bugzilla using the above URL to reply. ------- You are receiving this mail because: ------- You are watching all bug changes.