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Crash – Just discovered this in 32, then checked it in 33 and it still does it..

To reproduce, run the generatetone example.

press and hold f (to lower frequency) until it goes into the negatives…At around -900 and lower you will be able to hear it crackle, stutter, and then it crashes somewhere in the FmodEx.dll

Call stack is as follows:

FMODEX! 1000be1f()
FMODEX! 1000bcce()
FMODEX! 1000b561()
FMODEX! 1000b561()
FMODEX! 1000b561()
FMODEX! 1000b561()
FMODEX! 1000cf53()
FMODEX! 1000385c()
FMODEX! 10003c58()
FMODEX! 10007680()

I then went back to 20, and saw that the example limits it to a minimum of 100, and you can’t go below that. Looking at the code however, it seems that FMOD is the thing that does the limiting, however it no longer seems to do this.

Cliff :)

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[quote="brett":b91jb65j]i really don’t want to reply to arguments that try to pick apart paragraphs line by line because they are tiring and sidetracking the core point too much. I’m just not interested in continuing this discussion because you are wrong. Nothing you have said has been a valid argument to violate software agreements. You didn’t ‘win’.[/quote:b91jb65j]

Now where did I state that I won? I pretty much assumed that I won (but didn’t state it) because you got pissed (yes you did), and my overall point was that you can’t stand by the things you’ve said. Same with AAC support – I’ve tried loads of files with the AAC codec (FMOD Ex), and none of them would play. And to all bug reports about the AAC codec, you’ve simply said that you’ll look into it in the future (IIRC).

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Sweeet! [sic]

Brett, you rock! 8)

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I guess I got you guys (atleast you) a bit wrong then. :)

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Where is the AC3 support that was supposed to be added? And using AC3 WAV files is not an option, they’re quite useless – all the ones I’ve come across produces static noise with most players out there (that I’ve tried).

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Seb,

I work in the Gaming industry, and I know exactly what Brett is talking about.

Feature lists are created at the start of a project, usually before the design is complete, and definately before much of the code has been created.

From the start to the end of the project, many new features may be added, as well as many removed. They could be removed due to technical limitations that have arrisen due to other features added, or they could be removed due to time constraints.

In FMOD’s case it seems that while a particular file format was envisioned to be added, (At the time, talks with Dolby may have been promising), it was no longer viable as Dolby’s stance has changed.

I know from experience that such discussions usually take course over several months. You can’t just email them and they say yes or no, it’s a lengthy process.

I think it is great that the FMOD team release a Feature list for their product, as it gives me some perspective on where they are heading.

[quote:8e7vz9ke]I guess I got you guys (atleast you) a bit wrong then. [/quote:8e7vz9ke]
Seb, you seem to have some point to prove, and once you have proven it, you seem to want to find something else. I can’t see what the FMOD team has done to you to make you feel this way, unless your entire life was relying on them providing you with this particular file format support.

Even then, as Brett said, you could always add support for it yourself, or perhaps someone with more time (as you seem to only have time to bitch and whine on this forum, and not actively take 20 mins to make the plugin yourself) could make it for you if you asked in a new thread.

Before you reply to my post (which i’m sure you will), why don’t you take a step back and think about what it is that you actually want? At first I thought you were simply annoyed that support for the fileformat was not added, but now it seems like you just want to find someone to rip to shreds.

Since you now know that FMOD won’t support this file format (due to extremely valid reasons), why don’t you either take the time to make the plugin or as I said above, post in a new thread, and ask if someone else has had a chance or is willing to do so.

You never know, someone may have already created one and it will take you only 5 seconds of your time to download it and 10 mins to implement it.

NOTE: If you pick my entire post apart in segments like I saw you do to Brett’s then you really are just a Troll with nothing better to do.

Cliff.

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[quote="Seb":29bdp94r]Where is the AC3 support that was supposed to be added? And using AC3 WAV files is not an option, they’re quite useless – all the ones I’ve come across produces static noise with most players out there (that I’ve tried).[/quote:29bdp94r]

Did you read…

[url:29bdp94r]http://www.fmod.org/forum/viewtopic.php?t=3611[/url:29bdp94r]

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[quote="CliffCawley":1p1qmu80]Seb,

I work in the Gaming industry, and I know exactly what Brett is talking about.

Feature lists are created at the start of a project, usually before the design is complete, and definately before much of the code has been created.

From the start to the end of the project, many new features may be added, as well as many removed. They could be removed due to technical limitations that have arrisen due to other features added, or they could be removed due to time constraints.

In FMOD’s case it seems that while a particular file format was envisioned to be added, (At the time, talks with Dolby may have been promising), it was no longer viable as Dolby’s stance has changed.

I know from experience that such discussions usually take course over several months. You can’t just email them and they say yes or no, it’s a lengthy process.

I think it is great that the FMOD team release a Feature list for their product, as it gives me some perspective on where they are heading.

[quote:1p1qmu80]I guess I got you guys (atleast you) a bit wrong then. [/quote:1p1qmu80]
Seb, you seem to have some point to prove, and once you have proven it, you seem to want to find something else. I can’t see what the FMOD team has done to you to make you feel this way, unless your entire life was relying on them providing you with this particular file format support.

Even then, as Brett said, you could always add support for it yourself, or perhaps someone with more time (as you seem to only have time to bitch and whine on this forum, and not actively take 20 mins to make the plugin yourself) could make it for you if you asked in a new thread.

Before you reply to my post (which i’m sure you will), why don’t you take a step back and think about what it is that you actually want? At first I thought you were simply annoyed that support for the fileformat was not added, but now it seems like you just want to find someone to rip to shreds.

Since you now know that FMOD won’t support this file format (due to extremely valid reasons), why don’t you either take the time to make the plugin or as I said above, post in a new thread, and ask if someone else has had a chance or is willing to do so.

You never know, someone may have already created one and it will take you only 5 seconds of your time to download it and 10 mins to implement it.

NOTE: If you pick my entire post apart in segments like I saw you do to Brett’s then you really are just a Troll with nothing better to do.

Cliff.[/quote:1p1qmu80]

Uh huh, so just because I had a point (before I called it EOD), I was bitching and whining? Get a clue mate, it’ll sort things out for ya. And also, I am not familiar with the FMOD Ex SDK nor the liba52 library, so wrapping up a plugin in 20 minutes is quite unlikely. Nevermind the AC3 codec, you lot should concentrate on the AAC codec – it should be rewritten or fixed (don’t deny it). I am calling this an EOD, I can’t be arsed to argue with clueless people. See you around!

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[b:2lqjr7rf]Missing File: playlist.m3u for the playlist example.[/b:2lqjr7rf]

I’m assuming this is supposed to exist? or is it simply text to replace in the example? If so, perhaps add a note about it?

[b:2lqjr7rf]Can’t find relative path files.[/b:2lqjr7rf]

When Winamp saves an .m3u and the m3u is saved in the directory before the songs, then it uses relative rather than absolute paths in the playlist file.

If you run the playlist example and feed it the path to an .m3u file at another path, it seems to attempt to load the songs from the current working directory, instead of using the directory where the .m3u was loaded from as the base path, if a full path doesn’t exist in the m3u.

Cliff :)

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Oh, so just because you don’t want to touch GPL stuff, you decided not to add support for it? Why not develop an external codec for it?

Edit: Also, it’s not very professional to state that you’ll add support for something and then suddenly withdraw that claim. Just my 2 cents.

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[quote="brett":1wkz3d3s]i’m supposed to rewrite the aac code from scratch? what else would you like us to do? i’m sure it would only take a few minutes![/quote:1wkz3d3s]

Of course! 😀 No, but what I meant was, try to get it sorted.

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Congratulations Brett!!! Good job!

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[quote="Seb":203mwdcx]Oh, so just because you don’t want to touch GPL stuff, you decided not to add support for it? Why not develop an external codec for it?

Edit: Also, it’s not very professional to state that you’ll add support for something and then suddenly withdraw that claim. Just my 2 cents.[/quote:203mwdcx]Maybe you just don’t know how the GPL works, but it’s [b:203mwdcx]against the law[/b:203mwdcx] for him to touch GPL stuff in this case. Would you rather he broke the law?

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I’ve tried to run the FMOD Designer example SimpleEvent of FMOD Ex 33, bug the call car->start() returns the error 33 (An invalid parameter was passed to this function. ).

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Will repeated calls to getMasterChannelGroup return the same pointer, or is it refcounted somehow? Do I need to be careful with it in any way if I wrap it with a custom class (I assume destroying it is a no-no)?

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[quote="Janus":28re6hz7][quote="Seb":28re6hz7]Oh, so just because you don’t want to touch GPL stuff, you decided not to add support for it? Why not develop an external codec for it?

Edit: Also, it’s not very professional to state that you’ll add support for something and then suddenly withdraw that claim. Just my 2 cents.[/quote:28re6hz7]Maybe you just don’t know how the GPL works, but it’s [b:28re6hz7]against the law[/b:28re6hz7] for him to touch GPL stuff in this case. Would you rather he broke the law?[/quote:28re6hz7]

Oh I know how the GPL works. My friend is one of the few peeps that fully read it and understood it. Hosting a GPLed product on their webby is NOT a GPL violation. If it is, point that paragraph out.

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I’ve make some test under Linux platform.

m3u file format is not recognized on this platform (Linux). When I tried to play an m3u playlist, createSound returns the error 23 (Unsupported file or audio format).
Don’t know if playlists are supposted to be implemented for this platform …
On Windows, the only problem I found are for relative path (like was reported in a previous post).

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[quote="brett":33qaxbnx]it always returns the same pointer, and yeah, don’t release it, i hope i put an error check in to stop people doing that! :o[/quote:33qaxbnx]Gotcha. I really love all these nice automation features; a lot of them mirror things I was planning on implementing myself for my scripting interface. Being able to just pop tone generation DSPs in is one of my favorite changes, I think, and the channelgroups look like they’re going to be really useful as well.

(Are IT/S3M/MOD/MIDI/etc files channelgroups, now? or do they still behave as a single channel that’s mixed internally?)

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[quote="brett":13timwkn]We are very close with dolby and we don’t want to ruin that partnership either. We are not a hobbyist / bedroom company we have legal issues to consider.[/quote:13timwkn]

I don’t see the point in stating that you’ll support AC3 if you already knew that you’re close with Dolby, and you already knew that they don’t want peeps supporting AC3 in their products (even though GPLed libraries are available).

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Have you tried the playlist example in the linux release? That loads an m3u file without any problems

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Seems setup shows again old version number (33) :)

Wavemapper seems not to work, at least not on my system (WIn98)

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