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
Fixed a bug where the volume change would be ignored if the sound was fading
Added SoundEngine::GetMusicVolume
Removed volume factor
Removed unused SetListenerVelocity
update the handshake phase to call the new method after activating the cipher, ensuring buffered data (likely from a second login attempt, GC_PHASE) is properly decrypted, and fix a logging format issue.
A new instance is acquired whenever a new sound is played in the area. The previous instance might be acquired by another part of the game, stopping it was a mistake on my side.