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This might fix the issue, though my guess is that the problem stems from a memory access ordering issue. Have you tried refactoring
m_iTrackLoading
to astd::atomic<bool>
and then usememory_order::seq_cst
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The issue fortunately is pretty clear.
We have identified dff90d2
as the first failing commit.
I have introduced an extra engine callback where the track is already ejected. m_pTrackLoaded is false than.
This is required to clear the effect buffers.
Calling processTrackLocked() without a track is obviously wrong.
I have not found out where exactly the bad memory access happens. Valgrind reveals only the symptom inside Soundtouch.
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I see that makes sense.
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Are you sure that the CO is not subject to data-races?
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Yes, because m_pTrackLoaded and m_iTrackLoading are atomic and only changed under the m_pause lock.