Game Development Community

Failed to initialize audio system. Invalid driver. (solved)

by shadowcode · in Torque Game Builder · 07/09/2010 (1:11 am) · 5 replies

The title says it. The audio system didn't initialize. On both system Mac OSX and Win7.
I searched in the forum but I didn't found a solution for these problem.

I use the actual TGB demo Version for evaluation.

Was anyone a hint?

-------------------------------------------------------------------
Okay, I fixed it. But I don't know why it now works. :S

1. I uninstalled TGB completely.
2. Downloaded and install the latest version of TGB 1.7.5.
2. Created a new project in the TGB predefined default folder.
3. Merged the new files with my old project files.

And the error disappear...

#1
07/09/2010 (6:25 am)
Have you tried updating your audio driver? Could you post your console log, there may be a clue to the problem in there. It's located in the tgb folder and is a text file called console.log.
#2
07/09/2010 (7:55 am)
Yes I tried to update my audio driver. No changes.. :(
Here is my log file from my project not from the tgb dir:
//-------------------------- 7/9/2010 -- 15:32:23 -----
System & Processor Information:
   MacOS version: 10.6.4
   CarbonLib version: 1.6.0
   Physical RAM: 1536MB
   Logical RAM: 2047MB
Unknown Getstalt value for processor type: 0x426f69ef
platform layer should be changed to use sysctl() instead of Gestalt() .
   Unknown Processor, assuming x86 Compatible, 2000 Mhz
   FPU detected
 
Math Init:
   Installing Standard C extensions
 
Input Init:

Video Init:
  active displays = 0x100e0bc  CGDisplayID = 0x42717c0
using display 0x100e0bc
   Accelerated OpenGL display device detected.

Initializing chunk mappings...
   o 'TEXT' maps to TextChunk
   o 'SCHK' maps to UnknownChunk
   o 'SCHK' maps to SimChunk
Binding server port to default IP
Loading compiled script /Users/ingoheling/Development/Project/WimmelBild/WimmelBild/common/main.cs.
Loading compiled script /Users/ingoheling/Development/Project/WimmelBild/WimmelBild/game/main.cs.
main.cs (34): Unable to find function loadProfiles
 % - Initializing Common
Loading compiled script /Users/ingoheling/Development/Project/WimmelBild/WimmelBild/common/preferences/defaultPrefs.cs.
common/preferences/defaultPrefs.cs (84): Unable to find function initDisplayDeviceInfo

Using OpenGL rendering. Fullscreen: 0

Loading compiled script /Users/ingoheling/Development/Project/WimmelBild/WimmelBild/common/gameScripts/xml.cs.
Loading compiled script /Users/ingoheling/Development/Project/WimmelBild/WimmelBild/common/gameScripts/properties.cs.
Loading compiled script /Users/ingoheling/Development/Project/WimmelBild/WimmelBild/common/gameScripts/common.cs.
Loading compiled script /Users/ingoheling/Development/Project/WimmelBild/WimmelBild/common/gameScripts/audio.cs.
Loading compiled script /Users/ingoheling/Development/Project/WimmelBild/WimmelBild/common/gameScripts/canvas.cs.
Loading compiled script /Users/ingoheling/Development/Project/WimmelBild/WimmelBild/common/gameScripts/cursor.cs.
Activating the OpenGL display device...
 OpenGLDevice activating...
OpenGL driver information:
  Vendor: Intel Inc.
  Renderer: Intel GMA 950 OpenGL Engine
  Version: 1.4 APPLE-1.6.16
OpenGL Init: Enabled Extensions
  ARB_multitexture (Max Texture Units: 8)
  EXT_blend_color
  EXT_blend_minmax
  EXT_texture_env_combine
  EXT_packed_pixels
  EXT_fog_coord
  ARB_texture_compression
  EXT_texture_compression_s3tc
  (ARB|EXT)_texture_env_add
  EXT_texture_filter_anisotropic (Max anisotropy: 4.000000)
  Vertical Sync
  ATI_FSAA
OpenGL Init: Disabled Extensions
  EXT_paletted_texture
  EXT_compiled_vertex_array
  NV_vertex_array_range
  3DFX_texture_compression_FXT1

 set screen mode 320 x 320 x 32, windowed, force it, dont repaint
Cleaning up the display device...
Killing the texture manager...
Clearing the current AGL context...
Clearing the current drawable...
Deleting the rendering context...
>> Attempting to change display settings to windowed 320x320x32...
using display 0x100e0bc
Set up AGL windowed support
Cleared gl buffers
>>Number of FSAA samples is now [1].
Resurrecting the texture manager...
Max Texture Size reported as: 2048
 set screen mode 800 x 600 x 32, windowed, dont force it, repaint
Cleaning up the display device...
Killing the texture manager...
Clearing the current AGL context...
Clearing the current drawable...
Deleting the rendering context...
Destroying the window...
>> Attempting to change display settings to windowed 800x600x32...
using display 0x100e0bc
Set up AGL windowed support
Cleared gl buffers
>>Number of FSAA samples is now [1].
Resurrecting the texture manager...
OpenAL Driver Init:
   Failed to initialize audio system. Invalid driver.
Torque Game Builder (v1.7.5) initialized...
#3
07/09/2010 (8:04 am)
This is the log from tgb. The first was the log from my project. But why is here not the error message?
//-------------------------- 7/9/2010 -- 16:57:41 -----
System & Processor Information:
   MacOS version: 10.6.4
   CarbonLib version: 1.6.0
   Physical RAM: 1536MB
   Logical RAM: 2047MB
Unknown Getstalt value for processor type: 0x426f69ef
platform layer should be changed to use sysctl() instead of Gestalt() .
   Unknown Processor, assuming x86 Compatible, 2000 Mhz
   FPU detected
 
Math Init:
   Installing Standard C extensions
 
Input Init:

Video Init:
  active displays = 0x10050bc  CGDisplayID = 0x42717c0
using display 0x10050bc
   Accelerated OpenGL display device detected.

Initializing chunk mappings...
   o 'TEXT' maps to TextChunk
   o 'SCHK' maps to UnknownChunk
   o 'SCHK' maps to SimChunk
Loading compiled script /Applications/TorqueGameBuilder-1.7.5/tgb/common/main.cs.
Loading compiled script /Applications/TorqueGameBuilder-1.7.5/tgb/tools/main.cs.
Loading compiled script /Applications/TorqueGameBuilder-1.7.5/tgb/common/preferences/defaultPrefs.cs.
common/preferences/defaultPrefs.cs (86): Unable to find function initDisplayDeviceInfo

Using OpenGL rendering. Fullscreen: 0

Executing /Users/ingoheling/Library/Application Support/GarageGames/TorqueGameBuilder/commonPrefs.cs.
Loading compiled script /Applications/TorqueGameBuilder-1.7.5/tgb/common/gameScripts/common.cs.
Loading compiled script /Applications/TorqueGameBuilder-1.7.5/tgb/common/gameScripts/audio.cs.
Loading compiled script /Applications/TorqueGameBuilder-1.7.5/tgb/common/gameScripts/canvas.cs.
Loading compiled script /Applications/TorqueGameBuilder-1.7.5/tgb/common/gameScripts/cursor.cs.
Binding server port to default IP
UDP initialized on port 0
Activating the OpenGL display device...
 OpenGLDevice activating...
OpenGL driver information:
  Vendor: Intel Inc.
  Renderer: Intel GMA 950 OpenGL Engine
  Version: 1.4 APPLE-1.6.16
OpenGL Init: Enabled Extensions
  ARB_multitexture (Max Texture Units: 8)
  EXT_blend_color
  EXT_blend_minmax
  EXT_texture_env_combine
  EXT_packed_pixels
  EXT_fog_coord
  ARB_texture_compression
  EXT_texture_compression_s3tc
  (ARB|EXT)_texture_env_add
  EXT_texture_filter_anisotropic (Max anisotropy: 4.000000)
  Vertical Sync
  ATI_FSAA
OpenGL Init: Disabled Extensions
  EXT_paletted_texture
  EXT_compiled_vertex_array
  NV_vertex_array_range
  3DFX_texture_compression_FXT1

 set screen mode 1280 x 800 x 32, windowed, force it, dont repaint
Cleaning up the display device...
Killing the texture manager...
Clearing the current AGL context...
Clearing the current drawable...
Deleting the rendering context...
>> Attempting to change display settings to windowed 1280x800x32...
using display 0x10050bc
Set up AGL windowed support
Cleared gl buffers
>>Number of FSAA samples is now [1].
Resurrecting the texture manager...
Max Texture Size reported as: 2048
OpenAL Driver Init:
   Vendor: Apple Computer Inc.
   Version: 1.1
   Renderer: Software
   Extensions: AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE AL_EXT_float32 AL_EXT_STATIC_BUFFER
#4
11/07/2010 (11:00 am)
I've the same problem... the solution?
#5
05/04/2011 (2:14 pm)
Hey guys have you been able to make it work?