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Ho ho!

The fileoffset now works like a charm. Great!!

I know that you have instructed me a lot of times about the mighty pitch dsp processor usage. But I have to disappoint you. I have two pitch DSP’s in a chain and there’s almost no indicator of processor use ๐Ÿ˜›

I LOVE IT!!

Thanks,
David

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Hi,

the play paused (System->playSound(0, pSound, /** true for paused */ true, &newchannel); )
is back :(

SetPaused directly after playSound fixes this problem.

best regards
Matthias

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Yes, this happened to me also.

But it only applies for streams, samples work.

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Huhu, PSP support ๐Ÿ˜†
Must we be a registered user to use FMOD on this plateform ?

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When running realtimestitching.exe I get:

The procediure entry point ?init@System@FMOD@@QAG?AW4FMOD_RESULT@@HHW4FMOD_INITFLAGS@@PBX@Z could not be located in the dynamic link library fmodex.dll.

The other examples seem to work just fine.

If i open the realtimestiching example and compile it, it works fine.

Looks as though the executable in the bin directory is linked to an older fmod ?

Cliff :)

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Couple of minor issues with the linux version:

The multiplesoundcard example has not been updated for the changes to System::init

The documentation has not been updated (still is 4.00.28 documentation)

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Really good work on this version !

I’ve remarked that these errors : FMOD_ERR_REVERB_INSTANCE & FMOD_ERR_DSP_TOOMANYCONNECTIONS are defined in
FMOD_RESULT but there are no corresponding description in FMOD_ErrorString.
I don’t know if it is intentional or an oversight …

A little other thing, in chm documentation : FMOD_SOUND_NONBLOCKCALLBACK callback is missing.
FMOD_SOUND_OPENEDCALLBACK do not exist, no ?

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Hello!

How is status on support for WinAmp DSP plugins?

Here is a great audio DSP that I want to use with Fmod. http://www.soundsolution.it/

Thanks!

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I was waiting to see if the new release fixed our last remaining issue, but unfortunately it didn’t :( .

What we’re hearing is sometimes streams don’t play or only play a part of the stream. This only happens with 3D sounds using hardware. 2D hardware is fine, as is software for either 2D or 3D. There is usually only 1 other stream going when it does this so I’m not running out of channels or anything else obvious.

We can usually reproduce it by playing the same stream over and over (but not looping.. just retriggering it at regular interval) and occasionally playing a different stream. What we hear is dropout of the looping sample, and sometimes the new stream is skipped.

Any ideas?

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