Game locks up when bluetooth headphone disconnected
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If the power fails or is turned off on my bluetooth headphones while in-game the game will freeze. Only closing through task manager works to shut it down. One other individual in multiplayer also mentioned having this issue.
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
I recently got this crash by accidentally unplugging my USB headphones. This is a pretty old crash and might even predate this support page.
I recently got this crash by accidentally unplugging my USB headphones. This is a pretty old crash and might even predate this support page.
Still a current bug. Happened again last night. Paused the game and walked to the other side of the house forgetting to put down my headphone. Game was unresponsive when I got back.
Still a current bug. Happened again last night. Paused the game and walked to the other side of the house forgetting to put down my headphone. Game was unresponsive when I got back.
I believe this bug occurs because Space Engineers initializes its XAudio2 sound engine using XAUDIO2_NO_VIRTUAL_AUDIO_CLIENT flag. This means that the sound engine is bound directly to specific audio output device.
Since most modern USB based or Bluetooth based Headphones are detected by system as individual audio output devices it means that as soon connection to one of them is interrupted that audio output device is no longer present so SE sound engine has nowhere to output its sound.
Now this internally raises Xaudio2 OnCriticalError Event which application can then use in order to reinitialize its sound interface to another Audio output device but it seems Se doesn't handle this properly and thus causes its audio system to crash and hang entire game.
So in order to fix this bug the above mention OnCriticalError must be handled properly.
Another solution would be to initialize XAudio2 sound engine without XAUDIO2_NO_VIRTUAL_AUDIO_CLIENT. This would initialize audio system as virtual client which means that it can handle switching of Audio Output devices without any interruptions. But it might have some other drawbacks. For instance I don't know how switching from 4 channel audio to 2 channel audio would be handled. It might lead to sound that would otherwise be played on 3rd and 4th channel of simply not being played.
PS: You can read a bit more about OnCriticalError event handling here: https://docs.microsoft.com/en-us/windows/win32/api/xaudio2/nf-xaudio2-ixaudio2enginecallback-oncriticalerror
I believe this bug occurs because Space Engineers initializes its XAudio2 sound engine using XAUDIO2_NO_VIRTUAL_AUDIO_CLIENT flag. This means that the sound engine is bound directly to specific audio output device.
Since most modern USB based or Bluetooth based Headphones are detected by system as individual audio output devices it means that as soon connection to one of them is interrupted that audio output device is no longer present so SE sound engine has nowhere to output its sound.
Now this internally raises Xaudio2 OnCriticalError Event which application can then use in order to reinitialize its sound interface to another Audio output device but it seems Se doesn't handle this properly and thus causes its audio system to crash and hang entire game.
So in order to fix this bug the above mention OnCriticalError must be handled properly.
Another solution would be to initialize XAudio2 sound engine without XAUDIO2_NO_VIRTUAL_AUDIO_CLIENT. This would initialize audio system as virtual client which means that it can handle switching of Audio Output devices without any interruptions. But it might have some other drawbacks. For instance I don't know how switching from 4 channel audio to 2 channel audio would be handled. It might lead to sound that would otherwise be played on 3rd and 4th channel of simply not being played.
PS: You can read a bit more about OnCriticalError event handling here: https://docs.microsoft.com/en-us/windows/win32/api/xaudio2/nf-xaudio2-ixaudio2enginecallback-oncriticalerror
Precise, detailed and helpful. I really hope the right person reads this. Not just to fix the issue but so the time you took to spell it out won't be in vain!
Precise, detailed and helpful. I really hope the right person reads this. Not just to fix the issue but so the time you took to spell it out won't be in vain!
Hello, Engineers!
I see a few people who have commented on this recently who are still having the issue. We have an updated thread for this here https://support.keenswh.com/spaceengineers/pc/topic/disconnecting-bluetooth-headset-hangs-game unfortunately we have not been able to reproduce the issue so far but any further information would be great directed to the linked thread instead :)
Kind Regards
Laura, QA Department
Hello, Engineers!
I see a few people who have commented on this recently who are still having the issue. We have an updated thread for this here https://support.keenswh.com/spaceengineers/pc/topic/disconnecting-bluetooth-headset-hangs-game unfortunately we have not been able to reproduce the issue so far but any further information would be great directed to the linked thread instead :)
Kind Regards
Laura, QA Department
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