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Linux link is broken.

Good link is :
[url:2opmy6ab]http://www.fmod.org/files/fmodapi40025linux.tar.gz[/url:2opmy6ab]
instead of:
[url:2opmy6ab]http://www.fmod.org/files/fmodapi400245inux.tar.gz[/url:2opmy6ab]

๐Ÿ˜›

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[quote="brett":29qtbtuv]invalid handle means the sound you are trying to reference is from an freed sample usually, or the system object it was created with has been freed. I assume you are re-creating your sounds and not trying to use old sounds with a new system object?[/quote:29qtbtuv]

Yeah, when I shut down the sound system I clear my cache too. If I initialize and play some sounds, then shut down, then reinit and play another sound, I step over the line that creates the new Sound, then try to call getName on it and I get an invalid handle.

The sounds still play. Calling playSound works fine. It’s just certain other functions that don’t work.

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FMOD_System_LoadGeometry external declaration fail in fmod.pas
see: http://52.88.2.202/forum/viewtopic.php?p=17649#17649

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Documentation:

[quote:37xpg9b8]FMOD_CHANNEL_CALLBACKTYPE
These callback types are used with Channel::setCallback.

Values
FMOD_CHANNEL_CALLBACKTYPE_END
Called when a sound ends.
FMOD_CHANNEL_CALLBACKTYPE_VIRTUALVOICE
Called when a voice is swapped out or swapped in.
FMOD_CHANNEL_CALLBACKTYPE_WAVSYNC
Not implemented
FMOD_CHANNEL_CALLBACKTYPE_MODZXX
Not implemented
FMOD_CHANNEL_CALLBACKTYPE_MODROW
Not implemented
FMOD_CHANNEL_CALLBACKTYPE_MODORDER
Not implemented
FMOD_CHANNEL_CALLBACKTYPE_MODINST
Not implemented
FMOD_CHANNEL_CALLBACKTYPE_MAX[/quote:37xpg9b8]
It fails a description for FMOD_CHANNEL_CALLBACKTYPE_MAX or it misses the remark ‘Not implemented’

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Run generatetone.exe, press 1 (sinewave) or 5 (white noise). Press ESC and watch it crash on exit. The others don’t cause a crash.

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[quote="brett":cxt1o0ym][quote="VOR":cxt1o0ym]Run generatetone.exe, press 1 (sinewave) or 5 (white noise). Press ESC and watch it crash on exit. The others don’t cause a crash.[/quote:cxt1o0ym]

I can do this as much as i like without a problem? We tested all the examples before uploading it.
edit: also there is no difference between ‘type’ of unit really, its the same unit, just a different function inside the inner loop which hasnt changed in 20 versions.[/quote:cxt1o0ym]

Just tried it again after making sure I had the right dlls in the bin directory. Run generatetone.exe, press 1, then press 2 and it will also crash. No idea why ๐Ÿ˜• . It doesn’t always crash, but do it a few times and it will (1,2,1,2,etc).

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Bug that just started with .25… (although I skipped 24 due to not checking the board frequently enough).

I have a single memory Sound that I play on multiple channels. This sound is cached, so that when the game wants to play the same sound again, it uses the same in-memory Sound.

If I start that sound playing on a channel, when that channel finishes playing, I can no longer call functions on the Sound. setName, getMode, etc all fail with an INVALID_HANDLE error.

This isn’t even after multiple sounds play… I can start a single Sound on a channel, and once that channel is finished, I can no longer call functions on the Sound.

Any ideas? This didn’t occur with .23.

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[quote="brett":39fm0jyj][quote="VOR":39fm0jyj][quote="brett":39fm0jyj][quote="VOR":39fm0jyj]Run generatetone.exe, press 1 (sinewave) or 5 (white noise). Press ESC and watch it crash on exit. The others don’t cause a crash.[/quote:39fm0jyj]

I can do this as much as i like without a problem? We tested all the examples before uploading it.
edit: also there is no difference between ‘type’ of unit really, its the same unit, just a different function inside the inner loop which hasnt changed in 20 versions.[/quote:39fm0jyj]

Just tried it again after making sure I had the right dlls in the bin directory. Run generatetone.exe, press 1, then press 2 and it will also crash. No idea why ๐Ÿ˜• . It doesn’t always crash, but do it a few times and it will (1,2,1,2,etc).[/quote:39fm0jyj]

looks like no matter what i did i couldnt get it to crash, but andrew had a hyperthreaded cpu and it crashed on his, do you have a HT cpu? Might be the difference.[/quote:39fm0jyj]

Yes, a 3.4 P4 with HT.

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Update to my last post…

It appears a bit more complex. It appears that possibly either I’m not shutting down FMod correctly or something is being left around, but the problem only happens if I reinitialize FMod at runtime (by ‘reinit’ I mean stop all playing sounds, release the current sound system, then recreate it). After that, all the sounds I start seem to fail certain functions. They still play, but certain functions (getMode, getName are the two that I’ve caught so far) return errors.

I can rearrange my code to not reinitialize FMod, but this just seems a bit weird to me.

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[quote:32fu9shj]Max is the maximum number of callback types, it is not something that is implmented or not implemented.[/quote:32fu9shj]
Don’t want to be annoying but that description in the docs would do.[/quote]

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Great work, thanks

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