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  1. #1
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    Solved channels==0 failed at client\clientlib\sound\sounddevicemanager.cpp:913

    Read this, before you open a post with your problem
    You can test our fixed version 3.0.1 through the beta channel

    How to:
    - Download the update.zip and unzip it.
    - Now take the file called update.ini and put it in your client folder
    Example for Windows users
    Code:
    C:\Program Files\TeamSpeak 3 Client
    - Start the client and update your client per Help > Check for Update

    --------------------------------------------------------------------------------------------

    Well, today after the update, (the date is 8/10, American style) and I tried to connect onto the server I always go on. Right as I clicked connect, this message came up as an error box:

    Assertion channels==0 failed at client\clientlib\sound\sounddevicemanager.cpp:913;

    What happened? What should I do? I already tried opened up my capture options, too. Right as I clicked begin test, the same thing came up. Please help.

    Cheers, Crispy
    Last edited by dante696; 22-08-2011 at 07:25.

  2. #2
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    Im getting the same problem.
    Assertion channels==0 failed at client\clientlib\sound\sounddevicemanager.cpp:913;

  3. #3
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    I am also getting the same problem. Updated today (10/8/2011)

    Assertion channels==0 failed at client\clientlib\sound\sounddevicemanager.cpp:913;

  4. #4
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    i am also having that same exact problem

    Assertion channels==0 failed at client\clientlib\sound\sounddevicemanager.cpp:913;

  5. #5
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    So is this a update glitch, or what? Everybody else seems to be getting it.

  6. #6
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    I too have this issue. Was fine before todays (10/08/11) update. Any solution?

  7. #7
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    I don't know. That's why I started this page in the support forums...

  8. #8
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    Our devs will investigate this issue asap. Thank you for reporting this!

  9. #9
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    Aug 2011
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    Same issue here

    Exact same message, "Assertion channels==0 failed at client\clientlib\sound\sounddevicemanager.cpp:913; "

    Maybe if someone out there on the internet has the old version and has not updated yet, they can send us the old version of the "sounddevicemanager.cpp" file and make the client run fine? Alternatively, comparing the code on line 913 of both the old and new version of said file. Other ideas?

    ~ Scozzy

  10. #10
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    True, but then that would be pretty hard to do to split a single file amongst about 100 people. :P

  11. #11
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    Quote Originally Posted by CrispyFries View Post
    True, but then that would be pretty hard to do to split a single file amongst about 100 people. :P
    Well true, but I imagine it'd be easy as heck if someone were to upload it here as an attachment, and then the devs can send it out as a new update for all clients. Then there's no hassle of narrow-targeted fixes. Though I imagine the devs will have an answer before we do. Hmm. I'm guessing it'll be fixed late tonight or tomorrow mid-day.

  12. #12
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    Aug 2011
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    Hello everyone,

    I had the same problem, here is the solution that works for me:

    1. Open up Teamspeak 3.
    2. Go to Options -> Capture.
    3. Change "Capture Mode" to something other than "Windows Audio Session". I changed mine to "Direct Sound", but this could be different for other people.
    4. Click Apply and connect to your server.

    It seems it's the "Windows Audio Session" mode that is stuffing up, and that's the one it seems to automatically detect, so just change it to something else.

    ADT_Clone

  13. #13
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    Aug 2011
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    I get this on TS3 64bit launch. No chance to change any settings, immediate crash. Now I cannot use ts3.

    Also the file it mentions does not exist locally from what I can see!!

  14. #14
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    Aug 2011
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    well turns out teamspeak3 does NOT like my ps3eye camera as a sound device..
    Last edited by florian_fr40; 11-08-2011 at 07:33.

  15. #15
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    Aug 2011
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    Quote Originally Posted by prime2012 View Post
    well turns out teamspeak3 does NOT like my ps3eye camera as a sound device..
    I sent you a private message about that

    In any case, I wonder how the devs are coming along with this issue. I think the earlier mention above about the sound selector will help narrow the cause down and come up with a solution. Alternatively, I tried the alternate Sound "type" selection and it seems to work great! (using DirectSound instead of Auto-choose-best or Windows Audio Session)

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