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What a superstar, thanks for the cones :)

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[quote="Adion":1nbgv9ga]The same glitches as I’ve told you about when changing the position in a stream playing in directsound now also occured when reading the file using readData.

Here’s a recording of playing back a short peace of the buffer that I read with readData.
http://www.djdecks.be/djdecks/glitch.mp3

When I loaded the same song again the glitch dissapeared, but loading it again it sometimes came back.[/quote:1nbgv9ga]

That’s pretty much what i get. As i said, i think this has started since build 18.

And its intermittent. You play it, and you hear it. You start it again, sometimes you do, sometimes you dont.

Cliff :)

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I’ve started using FMOD_NONBLOCKING more recently, and was wondering if it was possible to have a Callback when a Stream/Song is ready for use, perhaps with a pointer to the Sound Object, rather than having to continuously poll for availablity?

Cliff :)

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Just one more thing that I noticed:
When I use FMOD_Channel_SetSpeakerMix to change the volume of a 3d software sound, it seems that the latency is a lot higher than when changing the volume using FMOD_Channel_SetVolume.
Is this normal, or would it be possible to have SetSpeakerMix have the same latency as Channel_SetVolume?

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Got two crashes for you with this one. The first is the same place as last time (on a call [eax+24h]) inside a call to FMOD_System_PlaySound() with 9 active streams.

Stack:
[code:11zb9s3q]
fmodex.dll! 1004882D
fmodex.dll! 100150B8
fmodex.dll! 1000394C
fmodex.dll! 1001F795
fmodex.dll! 1000A51B
fmodex.dll! 1000FCA8
[/code:11zb9s3q]

The other (new) one is happening after FMOD_System_Update(). This one happens when there are a lot of streams virtualized (75 active streams in this instance).

Stack:
[code:11zb9s3q]
fmodex.dll! 1001BED0
fmodex.dll! 1001E896
fmodex.dll! 1000A054
[/code:11zb9s3q]

Registers:
[code:11zb9s3q]
EAX = 00000000 EBX = 0182FEB0
ECX = 0146FFD0 EDX = 0146FFD0
ESI = 018298AC EDI = 01829898
EIP = 1001BED0 ESP = 0012F74C
EBP = 0012FC5C EFL = 00200246
[/code:11zb9s3q]

Disassembly:
[code:11zb9s3q]
1001BED0 test byte ptr [eax+1Ch],80h
1001BED4 je 1001BEED
1001BED6 mov eax,dword ptr [eax+1F8h]
1001BEDC mov dword ptr [edi+38h],eax
1001BEDF mov ecx,dword ptr [ebp-10h]
1001BEE2 mov dword ptr [eax+8],ecx
1001BEE5 mov eax,dword ptr [ebp-90h]
1001BEEB jmp 1001BEF3
1001BEED mov ecx,dword ptr [ebp-10h]
1001BEF0 mov dword ptr [edi+38h],ecx
1001BEF3 test ebx,ebx
1001BEF5 je 1001BEFD
[/code:11zb9s3q]

Note EAX is invalid for the test.

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Hello,

Great work on the beta by the way. Much cleaner design this time around, and much easier to use.

I’m seeing an issue with 3D sound which only seems to occur when a 3D sound is not moving. In my test case I have one sound instance active (a 3D sound). Each game engine tick I’m updating the the playing sound channel’s 3D attributes with the current world position of the sound and its velocity (which in this case is all zeros). I’m also updating the listener attributes each tick based on my game camera which I can move around the environment.

What I’m seeing is that when the sound’s position is not changing, the system doesn’t seem to be recomputing the playback data even though the listener is changing position and/or orientation. If the sound is moving then I don’t have any problems with the playback. As a quick test I looked for the case when the velocity for a 3D sound is (0,0,0) and just added a small random value to each of the sound’s world position components. This fixed the problem.

I also verified that even if I pass in a velocity vector that is not (0,0,0) that the sound playback does not recompute correctly if the position itself has not changed. It just looks like the 3D sound’s playback contribution is not being recomputed when it is not changing position.

I’m currently running with the latest beta drop and have tested using both hardware and software playback channels.

I apologize if this has already been addressed.

Let me know if you require additional information.

Thanks, and great job on the beta!

Dave Wenger
iBase Games

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My readData bug seems to be gone with this release. I’ve batch bpm-analysed +2000 files now in about 5 hours, and no crash yet :)

I am having some other stream problems though:
When setting the stream to a new position a few times very fast to almost the same position, I get mp3 glitches that you also get with corrupted mp3’s.

Sometimes it’s just a few glitches and it continues to play normally, but sometimes it keeps glitchin’ as if something is desynchronized.
When I set the position to a new position again a few times then sometimes the glitches dissapear.
Also, sometimes the track just stops after these glitches and goes back to the beginning.

I’ve always used 8 buffers, and I’ve tried buffer sizes from 8 milliseconds up to 50 milliseconds.
It seems with that with the shorter buffer sizes the stream resets more often, but I’m not sure.

All streams are software, 2d. I tried with software 3d streams as well, and they have the same problem.

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fmodex 4.00.20, QuickPlayer 1.00 beta 40 (fmodex layer, in progress & very alpha)

  1. Got 3 problems:

    • Stuttering playback when streaming
    • No more sound when application loses focus when specifying hWnd on init even
      if no other program uses the sound card (HWnd Specified because when another sound
      program uses the sound card, sound quality of my fmod-application is lo-quality until it
      gets the focus again)
    • Crashes after close/release and init (resetting sound system) when trying to playback music (Not tested where exactly it crashed, but it does)
  2. Is there a default download link for the latest compiled fmodex.dll, similar to http://www.fmod.org/files/fmod.dll?

  3. Is there a working mod/xm/s3m/it example (vb6 prefered)?

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Crashes inside System::update occasionally, call stack looked like this:

[code:3a08sw1j]FMODEX! 10014ccf()
FMODEX! 1001e896()
FMODEX! 1000a054()[/code:3a08sw1j]

The assembly around where it crashed looked like this:

[code:3a08sw1j]10014CB3 and byte ptr [eax],0
10014CB6 push 0Ah
10014CB8 pop eax
10014CB9 jmp 10014CC1
10014CBB mov edx,dword ptr [ecx]
10014CBD push eax
10014CBE call dword ptr [edx+68h]
10014CC1 ret 4
10014CC4 cmp dword ptr [esp+4],0
10014CC9 jne 10014CCF
10014CCB push 20h
10014CCD jmp 10014CD8
10014CCF mov ecx,dword ptr [ecx+38h][/code:3a08sw1j]

ECX is zero at this point.

If I disable streamed sounds, it doesn’t seem to crash.

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Just compared the vb example with my player, and fixed some fmod_mode parameters;
Now mod/xm/it/s3m files work, too. Stuttering also gone:)

Window focus issues: Ok when not specifing my handle :)

Thanks to far.

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Just found another small strange behaviour.

When initializing fmod in NON_REALTIME, it seems that the default sound device is still opened. Wouldn’t it be logical that when opening in non realtime that no_sound output is automatically used?
I found out about this because a user had an error while initializing fmod, even though for just decoding sounds no soundcard should be required.
It’s not a big issue though, since adding SetOutput(NOSOUND) fixed it, but I just thought I’d let you know.

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I just did a test conversion of our sound code from FMOD3 to FMODEx. I’m trying to play sounds with a post-delay by calling:
channel->setDelay(0, 2000)

However, it seems that when I do this, channel->isPlaying() ALWAYS returns true!

Can you check this?

Thanks,

  • Guy
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Ok, I decided to try using software only for now, but I still get one of the crashes. The one on FMOD_System_PlaySound doesn’t occur, but the second one I reported above (FMOD_System_Update) still happens. On this crash I had 87 active streams, with software channels set to 32 on the Init (total channels set to 256).

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I’m not getting crashes in my application (using Software), however i AM getting a lot of clicking/popping/squelching, that I never usually get. I noticed this first happen in build 18, but thought nothing of it.

It happens repeatedly on multiple computers with different sound hardware setups, so im pretty sure its not my hardware.

If you need some sample files it happens with, let me know and ill upload some.

Cliff :)

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The same glitches as I’ve told you about when changing the position in a stream playing in directsound now also occured when reading the file using readData.

Here’s a recording of playing back a short peace of the buffer that I read with readData.
http://www.djdecks.be/djdecks/glitch.mp3

When I loaded the same song again the glitch dissapeared, but loading it again it sometimes came back.

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