IIRC, the segfaults happened with regular DOOM. A reliable way to trigger them was to set the sound backend to FMOD and FMOD's backend to Pulseaudio, restart the sound system (that's a menu option), then start a game.<span></span><br><br>On Wednesday, 7 September 2016, B Watson <<a href="mailto:yalhcru@gmail.com">yalhcru@gmail.com</a>> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">On 9/7/16, Matteo Bernardini <<a href="javascript:;" onclick="_e(event, 'cvml', 'matteo.bernardini@gmail.com')">matteo.bernardini@gmail.com</a>> wrote:<br>
<br>
> IMHO, the maintainers of what depends on it (Ben, Pablo and Dimitris)<br>
> decide which one is compatible with their stuff and they think more<br>
> appropriate ;)<br>
<br>
My name's not actually Ben, but it's a pretty good guess :)<br>
<br>
If it turns out that version of fmodapi fixes gzdoom segfaulting,<br>
but causes problems with other builds, I have no problem including that<br>
version of fmodapi as part of the gzdoom build and making sure it doesn't<br>
conflict with the fmodapi from the actual fmodapi build.<br>
<br>
Questions for Doogster: Are the segfaults in gzdoom and the badly-behaved<br>
audio in gzdoom+brutaldoom two separate issues? Is there a reliable way<br>
to trigger the segfault? Does it happen with regular Doom II or only<br>
with Brutal?<br>
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