Re: [hlcoders] Engine Memory Leak
I can confirm this for our OB based mod. The MP3 leaks memory but the WAV does not. This is really bad, our sound guy is not very happy to use WAV for everything. Do we have an official bug report for this? On Sun, Jul 12, 2009 at 5:52 PM, Justin Krenz kre...@gmail.com wrote: MP3s don't appear to be cached. In my mod, we played the same MP3 sound effect over and over, and it eventually caused the client to crash with an out of memory error. When memory gets full, the console reports that the MP3 can't be found on disk. Then, if something tries to allocate memory or the level changes, it crashes. Playing the MP3 sound effect in my mod used up about 100 K at a time. I think it's probably related to how big the MP3 file is. Run your mod in a window with task manager open, and watch how memory changes for HL2. That's how I found the source of the leak. Memory should be stable while your mod is running. Perform all of the actions that might normally occur in your mod while watching memory. See if you can find an action that consistently causes memory to increase. On Sun, Jul 12, 2009 at 8:57 AM, Brent Lewiscoder0...@hotmail.com wrote: Have you produced an out of memory error by playing the same mp3 again and again? Just curious if maybe it's being cached. Date: Sun, 12 Jul 2009 13:25:19 +0200 From: arne.sikst...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Engine Memory Leak How bad is it? How much memory is lost for each call? We are chasing memory leaks in our mod at the moment and are playing mp3 sounds file at level changes. On Mon, Jul 6, 2009 at 12:19 AM, Justin Krenz kre...@gmail.com wrote: I just discovered the source of a memory leak in my mod, Smashball. It appears that if you call EmitSound using an MP3 sound file, memory is allocated and never returned. Specifically, enginesound-EmitSound(...) ( /game/shared/SoundEmitterSystem.cpp line 460 ) is the function that allocates the memory. Thus, if you play an MP3 over and over, it will eventually cause HL2 to run out of memory. When playing a wave file, no memory is allocated via EmitSound. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine Memory Leak
I just debugged this. I'll see if I can get a fix out soon. Jay -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders- boun...@list.valvesoftware.com] On Behalf Of Arne Sikstrom Sent: Thursday, July 23, 2009 3:39 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Engine Memory Leak I can confirm this for our OB based mod. The MP3 leaks memory but the WAV does not. This is really bad, our sound guy is not very happy to use WAV for everything. Do we have an official bug report for this? On Sun, Jul 12, 2009 at 5:52 PM, Justin Krenz kre...@gmail.com wrote: MP3s don't appear to be cached. In my mod, we played the same MP3 sound effect over and over, and it eventually caused the client to crash with an out of memory error. When memory gets full, the console reports that the MP3 can't be found on disk. Then, if something tries to allocate memory or the level changes, it crashes. Playing the MP3 sound effect in my mod used up about 100 K at a time. I think it's probably related to how big the MP3 file is. Run your mod in a window with task manager open, and watch how memory changes for HL2. That's how I found the source of the leak. Memory should be stable while your mod is running. Perform all of the actions that might normally occur in your mod while watching memory. See if you can find an action that consistently causes memory to increase. On Sun, Jul 12, 2009 at 8:57 AM, Brent Lewiscoder0...@hotmail.com wrote: Have you produced an out of memory error by playing the same mp3 again and again? Just curious if maybe it's being cached. Date: Sun, 12 Jul 2009 13:25:19 +0200 From: arne.sikst...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Engine Memory Leak How bad is it? How much memory is lost for each call? We are chasing memory leaks in our mod at the moment and are playing mp3 sounds file at level changes. On Mon, Jul 6, 2009 at 12:19 AM, Justin Krenz kre...@gmail.com wrote: I just discovered the source of a memory leak in my mod, Smashball. It appears that if you call EmitSound using an MP3 sound file, memory is allocated and never returned. Specifically, enginesound-EmitSound(...) ( /game/shared/SoundEmitterSystem.cpp line 460 ) is the function that allocates the memory. Thus, if you play an MP3 over and over, it will eventually cause HL2 to run out of memory. When playing a wave file, no memory is allocated via EmitSound. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine Memory Leak
How bad is it? How much memory is lost for each call? We are chasing memory leaks in our mod at the moment and are playing mp3 sounds file at level changes. On Mon, Jul 6, 2009 at 12:19 AM, Justin Krenz kre...@gmail.com wrote: I just discovered the source of a memory leak in my mod, Smashball. It appears that if you call EmitSound using an MP3 sound file, memory is allocated and never returned. Specifically, enginesound-EmitSound(...) ( /game/shared/SoundEmitterSystem.cpp line 460 ) is the function that allocates the memory. Thus, if you play an MP3 over and over, it will eventually cause HL2 to run out of memory. When playing a wave file, no memory is allocated via EmitSound. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine Memory Leak
Have you produced an out of memory error by playing the same mp3 again and again? Just curious if maybe it's being cached. Date: Sun, 12 Jul 2009 13:25:19 +0200 From: arne.sikst...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Engine Memory Leak How bad is it? How much memory is lost for each call? We are chasing memory leaks in our mod at the moment and are playing mp3 sounds file at level changes. On Mon, Jul 6, 2009 at 12:19 AM, Justin Krenz kre...@gmail.com wrote: I just discovered the source of a memory leak in my mod, Smashball. It appears that if you call EmitSound using an MP3 sound file, memory is allocated and never returned. Specifically, enginesound-EmitSound(...) ( /game/shared/SoundEmitterSystem.cpp line 460 ) is the function that allocates the memory. Thus, if you play an MP3 over and over, it will eventually cause HL2 to run out of memory. When playing a wave file, no memory is allocated via EmitSound. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine Memory Leak
MP3s don't appear to be cached. In my mod, we played the same MP3 sound effect over and over, and it eventually caused the client to crash with an out of memory error. When memory gets full, the console reports that the MP3 can't be found on disk. Then, if something tries to allocate memory or the level changes, it crashes. Playing the MP3 sound effect in my mod used up about 100 K at a time. I think it's probably related to how big the MP3 file is. Run your mod in a window with task manager open, and watch how memory changes for HL2. That's how I found the source of the leak. Memory should be stable while your mod is running. Perform all of the actions that might normally occur in your mod while watching memory. See if you can find an action that consistently causes memory to increase. On Sun, Jul 12, 2009 at 8:57 AM, Brent Lewiscoder0...@hotmail.com wrote: Have you produced an out of memory error by playing the same mp3 again and again? Just curious if maybe it's being cached. Date: Sun, 12 Jul 2009 13:25:19 +0200 From: arne.sikst...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Engine Memory Leak How bad is it? How much memory is lost for each call? We are chasing memory leaks in our mod at the moment and are playing mp3 sounds file at level changes. On Mon, Jul 6, 2009 at 12:19 AM, Justin Krenz kre...@gmail.com wrote: I just discovered the source of a memory leak in my mod, Smashball. It appears that if you call EmitSound using an MP3 sound file, memory is allocated and never returned. Specifically, enginesound-EmitSound(...) ( /game/shared/SoundEmitterSystem.cpp line 460 ) is the function that allocates the memory. Thus, if you play an MP3 over and over, it will eventually cause HL2 to run out of memory. When playing a wave file, no memory is allocated via EmitSound. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Engine Memory Leak
I just discovered the source of a memory leak in my mod, Smashball. It appears that if you call EmitSound using an MP3 sound file, memory is allocated and never returned. Specifically, enginesound-EmitSound(...) ( /game/shared/SoundEmitterSystem.cpp line 460 ) is the function that allocates the memory. Thus, if you play an MP3 over and over, it will eventually cause HL2 to run out of memory. When playing a wave file, no memory is allocated via EmitSound. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders