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Errors when no audio device present


Qeb
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On Windows, when there is no audio device present (no audio output possible due to missing speakers), the game emits continuously errors:

ERROR: Sound: AlcInit failed, m_Device=0x0 m_Context=0x0 dev_name=OpenAL Soft err=a004
ERROR: OpenAL error: (null); called from COggData::InitOggFile (line 74)
ERROR: Failed to create initial buffer. OpenAL error: (null)
ERROR: could not initialize ogg data at audio/voice/greek/civ/civ_male_yes_1.ogg
ERROR: OpenAL error: (null); called from COggData::~COggData (line 36)
ERROR: OpenAL error: (null); called from COggData::~COggData (line 40)
ERROR: OpenAL error: (null); called from COggData::~COggData (line 44)
ERROR: OpenAL error: (null); called from CSoundData::~CSoundData (line 37)
ERROR: OpenAL error: (null); called from CSoundData::~CSoundData (line 41)
ERROR: error loading sound: pathname=audio/voice/greek/civ/civ_male_yes_1.ogg, error=Function failed (no details available)
ERROR: OpenAL error: (null); called from COggData::InitOggFile (line 74)
ERROR: Failed to create initial buffer. OpenAL error: (null)
ERROR: could not initialize ogg data at audio/voice/greek/civ/civ_male_yes_1.ogg
[...]

Perhaps it would be good to check on startup, if there is audio output possible?

logs.7z

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So, I want to clarify my inital statement a little bit:

My problem is not that there is an error message. That's ok. But printing the same error repeatedly until the fps drops to 2 and creating nearly gigabyte big log files seems to be a little excessive.

But yes, the nosound argument works for me, thank you.

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2 hours ago, Qeb said:

My problem is not that there is an error message. That's ok. But printing the same error repeatedly until the fps drops to 2 and creating nearly gigabyte big log files seems to be a little excessive.

Sorry about that :) As you see we have a fix for it it just needs to go through the review process.

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