https://bugs.winehq.org/show_bug.cgi?id=46918
Paul Gofman gofmanp@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |gofmanp@gmail.com
--- Comment #8 from Paul Gofman gofmanp@gmail.com --- Created attachment 66683 --> https://bugs.winehq.org/attachment.cgi?id=66683 PoC hack for FAudio
I've tested the game.
Unlike somewhat similar looking problem in Bug #46725 where the game's xapos were ignoring buffer sizes provided in _LockForProcess, this game is mindful about these parameters. But unfortunately it gets zero MaxFrameCount for the problematic xapo. Then it overwrites some data in xapos's _Process function and things go weird.
This happens probably because the voice's number of samples is not initialized at voice creation, this is done later. Application sets effect chain before number of samples is initialized for the voice.
The attached proof of concept hack is fixing the issue for me. Please note that the correct value of 480 (for audio frequency present in game) is important, if I set 512 there the game crashes as well, so it is sort of dependent on Bug #46725.