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Question - MacroQuest keeps crashing. (not an mq error)

yep what brainiac said.

mss64.dll is from "Miles Sound System" library which eq uses - if you have something changing your sound devices like unplugging headsets or bluetooth connecting / disconnecting it can cause it to crash out
call stack
INI:
    mss64.dll!00007ff8f5a35eb5()    Unknown
     mss64.dll!00007ff8f5a37211()    Unknown
     mss64.dll!00007ff8f5a282da()    Unknown
     mss64.dll!00007ff8f5a302b4()    Unknown
     mss64.dll!00007ff8f5a1dd1a()    Unknown
     eqgame.exe!00007ff73957904a()    Unknown
     eqgame.exe!00007ff739578f3b()    Unknown
     eqgame.exe!00007ff739577fae()    Unknown
     eqgame.exe!00007ff7395777b8()    Unknown
     eqgame.exe!00007ff739414c65()    Unknown
     eqgame.exe!00007ff7394af6b1()    Unknown
     eqgame.exe!00007ff7394d861e()    Unknown
     eqgame.exe!00007ff7394c61f8()    Unknown
     eqgame.exe!00007ff73958a745()    Unknown
     eqgame.exe!00007ff739590300()    Unknown
     eqgame.exe!00007ff739920d5a()    Unknown
     [Frames may be missing, no binary loaded for KERNEL32.DLL]   
     [External Code]

The game crashed while starting a sound effect, here is the stack resolved against it, from the top down:

FrameFunctionWhat it is
mss64.dll ×5Miles internalsInside AIL_start_sample
+0x34904AFUN_140348f50Sets up a 3D sound and plays it: sets the sample file, 3D position, distances, loop count, reverb, and volume, then calls AIL_start_sample. The return address is the instruction right after that call, which confirms Miles crashed while starting the sample.
+0x348F3BFUN_140348d20Takes a free sound slot from a pool, does a distance check against the listener, and calls the play function through a vtable
+0x347FAEFUN_140347a10Sound-emitter update
+0x3477B8FUN_1403477a0Small wrapper around the emitter update
+0x1E4C65FUN_1401e4c40Per-object sound update. It runs several sound subsystems in turn and is skipped when a “disabled” flag is set.
+0x27F6B1, +0x2A861E, +0x2961F8Large unnamed functionsThe per-frame world and game processing
+0x35A745FUN_140359e00One frame of the main loop
+0x360300FUN_14035f870WinMain and the outer game loop
+0x6F0D5ACRT startupThe program’s entry point
What this means: on an ordinary frame, the game updated a sound emitter in the world, decided a 3D sound was in range, and asked Miles to play it. Miles then crashed inside its own code.

The most likely causes, in order:
  1. The audio device changed or disappeared (headset unplugged, Bluetooth dropout, or a change to the Windows default output device). Starting a sample is exactly where Miles first touches a stale device.
  2. A bad sound file. AIL_set_sample_file accepted it, but decoding fails once playback starts. The launcher’s file check fixes this.
  3. Heap corruption from somewhere else. This is only likely if the crash is new and you can reproduce it.
i'd check in this order:
- nothing is getting unplugged while you're playing
- audio drivers
- file integrity check on db launchpad
 
Question - MacroQuest keeps crashing. (not an mq error)

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