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- I have searched for a similar issue in this repository and did not find one.I am using an official build obtained from releases or updated one of those builds using its in-app updater.I have re-dumped the game and performed a clean install without mods and the issue is still present.I have disabled all patches and cheats and the issue is still present.I have all the required system modules installed.
Describe the Bug
When creating a new character, some hardware experiences consistent crashing using any build on main branch sicne commit 48c51bd. I say "some hardware" as with my testing, this crash has been 100% consistent. However Missake and Rainmaker don't seem to have the same consistency in their tests.
In my testing, this crash doesn't occur on Linux.
Reproduction Steps
Main branch from 48c51bd to 345d556
(Latest at time of writing) and clicking new save. Crash occurs as the cut scene begins.
Specify OS Version
Windows 11
CPU
5600X
GPU
NVIDIA 2080 SUPER
Amount of RAM in GB
32GB
Amount of VRAM in GB
8GB
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hspir404 commentedon Jan 3, 2025
Fairly consistent crashes as soon as I open the FMV. I am seeing a variety of stack traces, but mostly all resolving down to some variation of null pointer dereference in locking code or thread local storage, as well as being related to SDL audio.
Ryzen 5950x, 3080 10GB VRAM, 64GB RAM, Windows 10.
I did a git bisect, and this commit seemed to be the start of this problem for me: 48c51bd
Missake212 commentedon Jan 3, 2025
I get a lot of crashes on character creation on these new builds but they're not 100% consistent, I also noticed the audio crackling a bit recently on BB.
13900k, 4090, 32Gb RAM, Windows 11 24h2
shad_log.txt
MouseManSpecOps commentedon Jan 4, 2025
From what others have said on this forum, Nvidia graphic cards do not gel well with ShadPS4 at the moment. I'm still trying to figure out what can be done to get me to play beyond Character Creation.
GHU7924 commentedon Jan 6, 2025
Apparently the error is "floating?", there were these last lines in the log:
or
or
All this happens only in the first video, then everything is fine.
In the latter case, there was a black screen and a broken sound.
Masterno25 commentedon Jan 8, 2025
I always crash after doing the basic settings in the main screen, however I did manage to make it past this a single time and I had a black screen with a weird sound.
i7-9700k, 2070 SUPER, 32GB Ram, AtlasOS 0.3.2
on 39cbfed
And from my testing, I pretty much always get the same last lines in the log files as the person above me
shad_log.txt
shad_log.txt
brad0demx commentedon Jan 8, 2025
Those logs, and that commit you referenced are both from unofficial forks. Please test again on latest main 65f9bbb .
Kind of weird you get the crash on Linux, with my testing I didnt experience it on there at all
Missake212 commentedon Jan 12, 2025
After some more digging it looks like the crashes happen during certain cutscenes, and all of those cutscenes are in the same folder (the movie folder in the game files, also all those cutscenes are .mp4 instead of the regular .dcx for the cutscenes in the remo folder). There's 4 of them, one plays when you're afk on the main menu, one when you start a new game and two are credits that show up for the game and the DLC, I've tried them all and they all can cause this crash, also for some reason it seems like you're more prone to crash when downloading a new build rather than using one you've updated (this could be rng tbh). Here are some logs (tho they don't show a clear critical crash, you can notice Lib.avplayer appears before all those crashes) of the cutscene you get when afk on menu and the credit one:
CRASH BB INTRO shad_log.txt
CRASH BB CREDITS shad_log.txt
C4RTYP4NTS commentedon Jan 13, 2025
Take this fix with a grain of salt BUT Try putting in a save file in. Not 100% sure but I got my brother's Bloodborne working so far (or at least past the starting cutscene and character screens. You can save files on Nexus mods I will put them down below. For my brother, I had to take the save file I had going on my working bloodborne and copy and paste mine on his. I was lucky and didn't encounter any issues so I could get past the screens easily. I will also put a save file in if you wanna go for it. brand new run bttw so no progress. Just a few more levels put into strength.
All Class Save Files (TRIED) only tried male file btw so female file might work
https://www.nexusmods.com/bloodborne/mods/190
Bloodborne NG Plus Save (Encrypted and Decrypted) get decrypted for ShadPS4 (TRIED) NEW GAME FILE KNOW
https://www.nexusmods.com/bloodborne/mods/26
Save file after character creator (didn't TRY)
https://www.nexusmods.com/bloodborne/mods/95
My save file if none of those worked. This would be for version 1.0.9 (WORKED FOR ME)
Savefile Bloodborne.zip
Anyway**, I tried a couple of saves and it said his version was unsupported**. His Game is on version 1.0.9 same as mine so I just yoinked my save file on my PC and put it on his and it worked perfectly for the 30 seconds I saw. As soon as it was working I wanted to write this to see if I could help anyone. It has been at least half an hour and his game is still running good in the room. Sorry don't know names haven't played a lot of Bloodborne.
Real Quick how to get to ur userdatafile!
shadps4-win64-qt-0.5.0\user\savedata\1*CUSA00900*### SPRJ0005
Go into the file that corresponds ur Bloodborne (for me the text in the bold may be the same may be different) one you navigate to the file that has your userdata1-10 files and stuff just copy the save file YOU installed on the website or from me and PASTE all of the files into that last file over there in the bold and hopefully slightly bigger. Start up the game and pray. If you won't pray I will pray for you. Goodluck!!! Also I do not endorse installing random files from some random github user I just wanna try to help anyone willing to take that risk.
sorry if this looks rushed cause it very much is. sorry sorry wish u luck and I'm praying for yall.
brad0demx commentedon Jan 13, 2025
That isn't a fix, that is a workaround for one aspect of the issue. Using other save files skips past the starter cutscene to avoid that crash, but doesn't account for Missake's discovery that the crash occurs on other cutscenes in the game. This issue was made to be added to the Aggregate Issue, so that people could verify the status of the problem, and that it is known until it's properly fixed by the developers
Missake212 commentedon Jan 14, 2025
Running Bloodborne through the intro cutscene after pressing new game shows this on VS, can't do much more than that though currently as I don't really know how to debug.
![image](https://private-user-images.githubusercontent.com/178974436/403016105-be24195c-b893-4b5b-8a2c-88ceb1dd153e.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3Mzk3ODc3MjksIm5iZiI6MTczOTc4NzQyOSwicGF0aCI6Ii8xNzg5NzQ0MzYvNDAzMDE2MTA1LWJlMjQxOTVjLWI4OTMtNGI1Yi04YTJjLTg4Y2ViMWRkMTUzZS5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwMjE3JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDIxN1QxMDE3MDlaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT1kOGJmOTc0ZjBmYTBjZDQ1MTE3ZTZiMDFjZDRiMWZjNTRjN2JhZDAzYzc0NTQyMmJmMWM2Mjk3NmMxMzAwMTdhJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9.lUQf4iXO_fYQB26j7BolgmG-dgKtv1dmeuNi1rsAkMo)
StevenMiller123 commentedon Jan 14, 2025
Given that the regression came from #1986 (based on brad's original post), it makes sense that it's an exception in audio code.
@squidbus any thoughts?
hspir404 commentedon Jan 22, 2025
@squidbus
I believe this is due to what looks like an upstream bug in SDL3.
The audio device creates a work buffer large enough to fit
sample_frames
count of frames, but only allocates enough for 2 channels. The math for this is insideSDL_UpdatedAudioDeviceFormat
.When the FMV is doing audio conversion, it looks like it's coming from an 8 channel source. So it copies data from the source buffer to the work buffer, doing gain adjustment, and tries to copy enough frames to fill the device's
sample_frames
value, but is doing it for 8 channels instead of 2. The math for this (and the buffer overrun) is inSDL_audiocvt.c::ConvertAudio
, at line 332.I figured this out by doing a local build in
RelWithDebInfo
enabled, running the emulator from thegflags.exe
program (which comes with WinDbg), withEnable page heap
set, which makes it easier to detect heap corruption. Just launch a new game to trigger the cutscene, and it breaks onConvertAudio
line 332 every time.There was also another buffer related bug (that seems possibly less serious, due to it being a read access violation instead of write) that I worked around to get to the point of being able to debug this. It is in the
LibAtrac9
library. I think that should probably be considered a separate ticket.Edit: I did a hack in
SDL_UpdatedAudioDeviceFormat
to multiply the buffer size by 4, and I am no longer getting the crash when the FMV starts. I am still getting a crash when launching the character creator, but I believe that's a separate problem (even though it occurs immediately after the other problem). I don't think that hacking in a larger working buffer is necessarily the right solution, but it does seem to validate that there's a fix in this area.squidbus commentedon Jan 22, 2025
@hspir404 Could you report your findings upstream to the SDL devs? Regarding the buffer being only 2 channels wide, I don't think this is necessarily incorrect as the audio stream is supposed to be mixed down to output to the audio device, to my understanding. But it seems for some reason that isn't happening here going by your account.
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