Space Engineers

Space Engineers

WeaponCore - 2.5
SteelRain May 31, 2024 @ 7:31pm
Game crashing when guns start firing like 50% of the time.
Its hard to replicate it but whenever we get attacked and guns start shooting off from our base or when ships get close enough and are firing the game crashes. i am hosting through host havoc but server seems to be running fine just our games crashes. sometimes its fine but other times it isn't. I think it has something to do with the gatling turrets.
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Showing 1-8 of 8 comments
Shananigans Jun 10, 2024 @ 8:20pm 
Yea i am having a sound issue with gatling turrets that crashes my game every time.
SteelRain Jun 11, 2024 @ 12:10am 
Originally posted by Shananigans:
Yea i am having a sound issue with gatling turrets that crashes my game every time.
do you happen to use the weapon core replace vanilla weapons mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=1931509062&searchtext=replace+vanilla
Devilers Sep 27, 2024 @ 9:51am 
I am getting crash 90% of times when exploding something on enemy grid while shooting.~30+ crashes just for last 24h :/
JohnJ44 Nov 29, 2024 @ 8:58am 
Same problem, trying to narrow down what mod is causing it.

2024-11-27 11:57:15.087 - Thread: 1 -> Exception occurred: SharpDX.SharpDXException: HRESULT: [0x88960001], Module: [SharpDX.XAudio2], ApiCode: [XAUDIO2_E_INVALID_CALL/InvalidCall], Message: Unknown
at SharpDX.Result.CheckError()
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, Nullable`1 bufferWMARef)
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, UInt32[] decodedXMWAPacketInfo)
at VRage.Audio.MySourceVoice.Start(Boolean skipIntro, Boolean skipToEnd)
at VRage.Audio.MyXAudio2.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd, Boolean isMusic)
at VRage.Audio.MyXAudio2.VRage.Audio.IMyAudio.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundInternal(Boolean skipIntro, Boolean skipToEnd, Boolean force2D, Boolean alwaysHearOnRealistic, Nullable`1 force3D)
2024-11-27 11:57:15.092 - Thread: 1 -> Last null written by: OnSoundVoiceStopped
2024-11-27 11:57:15.094 - Thread: 1 -> Error: Sound error with ammo: 25mm NATO from soundID ArcWepShipGatlingShot cuename WepShipGatlingShotFireEmitter.Entity null? False
Origin: X:-56673.3620134641 Y:-1967107.51948139 Z:557003.439369352
2024-11-27 11:57:15.331 - Thread: 1 -> Exception: SharpDX.SharpDXException: HRESULT: [0x88960001], Module: [SharpDX.XAudio2], ApiCode: [XAUDIO2_E_INVALID_CALL/InvalidCall], Message: Unknown
at CoreSystems.Support.AvShot.SetupSounds(Double distanceFromCameraSqr)
at CoreSystems.Projectiles.Projectile.Start()
at CoreSystems.Projectiles.Projectiles.GenProjectiles()
at CoreSystems.Projectiles.Projectiles.SpawnAndMove()
at CoreSystems.Session.Simulate()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
JohnJ44 Nov 29, 2024 @ 8:59am 
2024-11-27 11:57:15.094 - Thread: 1 -> Error: Sound error with ammo: 25mm NATO from soundID ArcWepShipGatlingShot cuename WepShipGatlingShotFireEmitter.Entity null? False
Origin: X:-56673.3620134641 Y:-1967107.51948139 Z:557003.439369352
ouch67 Dec 18, 2024 @ 2:59am 
Same issue here. Anytime a gattling fires the game crashes due to a sound error. This now happens even if I unsubscribe from weapon core 2.5 and vanilla replacer. This mod seems to permanently corrupt save files and should be removed from steam until this is fixed.

I unsubscribed from EVERY weapon core mod I have and I still get a crash however the error is different:

2024-12-18 05:09:04.702 - Thread: 1 -> Exception occurred: SharpDX.SharpDXException: HRESULT: [0x88960001], Module: [SharpDX.XAudio2], ApiCode: [XAUDIO2_E_INVALID_CALL/InvalidCall], Message: Unknown
at SharpDX.Result.CheckError()
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, Nullable`1 bufferWMARef)
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, UInt32[] decodedXMWAPacketInfo)
at VRage.Audio.MySourceVoice.Start(Boolean skipIntro, Boolean skipToEnd)
at VRage.Audio.MyXAudio2.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd, Boolean isMusic)
at VRage.Audio.MyXAudio2.VRage.Audio.IMyAudio.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundInternal(Boolean skipIntro, Boolean skipToEnd, Boolean force2D, Boolean alwaysHearOnRealistic, Nullable`1 force3D)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundWithDistance(MyCueId soundId, Boolean stopPrevious, Boolean skipIntro, Boolean force2D, Boolean useDistanceCheck, Boolean alwaysHearOnRealistic, Boolean skipToEnd, Nullable`1 force3D)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySound(MySoundPair soundId, Boolean stopPrevious, Boolean skipIntro, Boolean force2D, Boolean alwaysHearOnRealistic, Boolean skipToEnd, Nullable`1 force3D, Boolean forcePlaySound)
at Sandbox.Game.Weapons.MyGunBase.StartShootSound(MyEntity3DSoundEmitter soundEmitter, Boolean force2D)
at Sandbox.Game.Weapons.MySmallGatlingGun.Shoot(MyShootActionEnum action, Vector3 direction, Nullable`1 overrideWeaponPos, String gunAction)
at Sandbox.Game.GameSystems.MyGridSelectionSystem.Shoot(MyShootActionEnum action)
at Sandbox.Game.Entities.MyShipController.Shoot(MyShootActionEnum action)
at Sandbox.Game.Entities.MyShipController.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2024-12-18 05:09:04.702 - Thread: 1 -> Showing message
2024-12-18 05:09:04.702 - Thread: 1 -> MyInitializer.OnCrash
2024-12-18 05:09:04.702 - Thread: 1 -> var exception = SharpDX.SharpDXException: HRESULT: [0x88960001], Module: [SharpDX.XAudio2], ApiCode: [XAUDIO2_E_INVALID_CALL/InvalidCall], Message: Unknown
at SharpDX.Result.CheckError()
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, Nullable`1 bufferWMARef)
at SharpDX.XAudio2.SourceVoice.SubmitSourceBuffer(AudioBuffer bufferRef, UInt32[] decodedXMWAPacketInfo)
at VRage.Audio.MySourceVoice.Start(Boolean skipIntro, Boolean skipToEnd)
at VRage.Audio.MyXAudio2.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd, Boolean isMusic)
at VRage.Audio.MyXAudio2.VRage.Audio.IMyAudio.PlaySound(MyCueId cueId, IMy3DSoundEmitter source, MySoundDimensions type, Boolean skipIntro, Boolean skipToEnd)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundInternal(Boolean skipIntro, Boolean skipToEnd, Boolean force2D, Boolean alwaysHearOnRealistic, Nullable`1 force3D)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySoundWithDistance(MyCueId soundId, Boolean stopPrevious, Boolean skipIntro, Boolean force2D, Boolean useDistanceCheck, Boolean alwaysHearOnRealistic, Boolean skipToEnd, Nullable`1 force3D)
at Sandbox.Game.Entities.MyEntity3DSoundEmitter.PlaySound(MySoundPair soundId, Boolean stopPrevious, Boolean skipIntro, Boolean force2D, Boolean alwaysHearOnRealistic, Boolean skipToEnd, Nullable`1 force3D, Boolean forcePlaySound)
at Sandbox.Game.Weapons.MyGunBase.StartShootSound(MyEntity3DSoundEmitter soundEmitter, Boolean force2D)
at Sandbox.Game.Weapons.MySmallGatlingGun.Shoot(MyShootActionEnum action, Vector3 direction, Nullable`1 overrideWeaponPos, String gunAction)
at Sandbox.Game.GameSystems.MyGridSelectionSystem.Shoot(MyShootActionEnum action)
at Sandbox.Game.Entities.MyShipController.Shoot(MyShootActionEnum action)
at Sandbox.Game.Entities.MyShipController.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
Last edited by ouch67; Dec 18, 2024 @ 3:18am
CDEEKS Jan 2 @ 7:39am 
Yup mod is too broken to use and yup i can confirm it does totally destroy your world save even after mods are removed.
its not wc itself that is causing the sharpdx error which then results in the ctd.
from my own experience that error appears even in a full vanilla game with default settings.

https://support.keenswh.com/spaceengineers/pc/topic/43473-sharpdx-sound-error-exceptions-from-vanilla-sounds
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