Jump to content
  • Advertisement
  • entries
  • comments
  • views

Mushu is right... sometimes.

Sign in to follow this  
Mike Bossy


So this morning I worked on integrating the rest of my resource manager into my game. All I had to do was change a couple function calls to handle the new async loading and I'd be on my way. Sure enough it only took me about 30 minutes to get the code compiling cleanly. Of course nothing is ever as simple as it seems.

After the clean compile I hit F5 to run my app and sure enough my wave files are refusing to load. Luckily I've had enough wasted hours debugging stuff that I now put in a lot of error logging in my debug builds so I can figure things out quickly. Ends up since I was trying to using the DirectSound object on a different thread than it was created I had to do a CoCreate to get access to the com object. Now it didn't take me too long to figure this out, maybe 10 minutes. What did take me forever was figuring out why my compiler couldn't find CoInitializeEx() even with all the proper headers included. 35 minutes of google searches later lets me know that I need a stupid #define _WIN32_DCOM to get things compiling. Of course I couldn't find that in the SDK docs.

So a quick 30 task turns into a 75 minute grind thanks to multi-threading. Alas we can't just take the good without the bad.
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!