https://bugs.winehq.org/show_bug.cgi?id=44306
xuu@openmailbox.org changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |xuu@openmailbox.org
--- Comment #3 from xuu@openmailbox.org --- I can reproduce this bug and thus did some debugging with a disassembler. I'm not well versed on debugging Wine, so I might misinterpret some things. The main thread is in a loop waiting for the audio thread to set an event. This is part of the game's PAL.dll. The loop only gets quit if the MsgWaitForMultipleObjects call on the event handle returns WAIT_OBJECT_0. As far I could see, the audio thread is setting the event properly. The MsgWaitForMultipleObjects returns WAIT_OBJECT_0 + nCount on the very first call and WAIT_TIMEOUT on every call thereafter. I can't explain this behavior. If I use the debugger to exit the loop after the audio was set up, the game works perfectly fine. The game is using dsound, but only if d3d9 is available, otherwise it will use some fallback engine. Using a native dsound library doesn't seem to fix it. Tested on wine-4.7 staging. Also LANG=ja_JP.UTF-8 seems to be needed in order to this game to run.