Fix fullscreen startup crash caused by WASAPI audio initialization

The client was crashing during fullscreen initialization due to a NULL 
IMMDeviceEnumerator pointer inside miniaudio’s WASAPI backend.

Crash location:
ma_IMMDeviceEnumerator_GetDefaultAudioEndpoint
(inlined in ma_device_init_internal__wasapi)

Disassembly showed a null vtable dereference:
call qword ptr [rax+20h]

On some systems, WASAPI fails to create or retrieve the default audio endpoint
(especially in VMs, RDP sessions, missing/disabled audio devices, or timing
issues during fullscreen initialization). This results in a NULL COM pointer 
being used, causing a 0xC0000005 access violation before the game window fully 
appears.

Solution:
WASAPI backend has been disabled and the client now falls back to the more stable 
DirectSound/WinMM audio backends.

Applied definitions:
#define MA_NO_WASAPI
#define MA_ENABLE_DSOUND
#define MA_ENABLE_WINMM

Results:
✔ Fullscreen crash completely resolved
✔ Audio still works through DirectSound
✔ Improved stability across fullscreen/windowed modes
✔ No functional drawbacks observed
This commit is contained in:
nbsnl
2025-11-15 23:48:28 +03:00
committed by GitHub
parent 2eee9aead2
commit 6227fed5be

View File

@@ -1,4 +1,7 @@
#pragma once
#define MA_NO_WASAPI
#define MA_ENABLE_DSOUND
#define MA_ENABLE_WINMM
#include <miniaudio.h>
inline constexpr float CS_CLIENT_FPS = 61.0f;