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Just updated to this build and noticed that as I try to play a song, it sounds almost like i’m skipping ahead in time as I play it…

This is with just playing it in my player.

Pops and clicks are also audible, because it seems as though i’m scrubbing my time slider, when in fact i’m not.

The last time I updated was a couple of builds ago.

I’ve never had this problem before, I assume something in FMOD has changed, as I havn’t touched my code since I last implemented FMOD in my application. Is there something I should be aware of that I need to change in my code, or is this simply and FMOD bug?

(It doesn’t seem to happen in just the playstream example, but it almost sounds like fmod is running out of cpu cycles for itself or something, so it might be a combination of running a GUI and other things with FMOD)

I’m using createStream with the following flags -> FMOD_SOFTWARE | FMOD_2D | FMOD_MPEGSEARCH | FMOD_NONBLOCKING | FMOD_ACCURATETIME

and calling system->Update() at regular intervals.

Cliff :)

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I have the exact same problem, it pops and sounds like it jumps in position. Yes Brett even without using my winamp dsp… Just plain playback of an mp3 (tested several files).

I do it this way:
result = m_system.createSound(filename, (FMOD.MODE._2D | FMOD.MODE.SOFTWARE | FMOD.MODE.CREATESTREAM), ref m_sound);

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@chenpo : Thanks for Linux version. All problems I have are now fixed.

In dsp_effectperspeaker, effects and multispeakeroutput, there are also some problems. Musics don’t loop well and other problems (I don’t know how to describe well what I hear).
It appears since 4.01.01.

May be it is the same problem than Ken and Cliff have.

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[quote:3ujgu2fd]jouvieje, i assume you’re talking about the linux version? [/quote:3ujgu2fd]
No, Windows too.

Try to run on of the examples 2 or 3 times I’ve talk about, I think that you will hear the problem (sometime the problem don’t appear).

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I have this problem too on Windows.

However, it only seems to strongly appear when I call system.setOutput() before calling system.init(). The type of output does not matter.

I do hear crackles and it almost sounds like it the song i speeding up when I don’t call setOutput. When I do call setOutput, it is very strongly noticeable that the song sounds like it is speeding up and there are crackles.

I’ve only tested with stream sounds on Windows though.

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[quote="Mishkin":2hbbfcz2]I have this problem too on Windows.

However, it only seems to strongly appear when I call system.setOutput() before calling system.init(). The type of output does not matter.

I do hear crackles and it almost sounds like it the song i speeding up when I don’t call setOutput. When I do call setOutput, it is very strongly noticeable that the song sounds like it is speeding up and there are crackles.

I’ve only tested with stream sounds on Windows though.[/quote:2hbbfcz2]

This sounds like you might have found the cause. I too setup the output, even if setting it to Autodetect.

I’ll have a closer look at this when I get home tonight, and let you know how it goes, but from what you described it sounds exactly like what I am getting.

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Here is two captures of what I hear with dsp_effectPerSpeaker and effects :

http://jerome.jouvie.free.fr/downloads/ … akerPB.wav
http://jerome.jouvie.free.fr/downloads/ … ectsPb.wav

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No dual core but its a Pentium IV 3GHz HyperThreaded (under Windows 2000).

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[quote="brett":1x0rukft]thats good enough, i just found the bug, there are 2 mixer threads running!! :o[/quote:1x0rukft]

That’s cool 😀

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I’m noticing a problem where the system hangs if I call System::close() quickly after System::init(). I’ve reproduced it in a simple test app that just calls init() and close() in a loop. The first loop iteration always succeeds, but it hangs the second time close() is called. The problem goes away if I place a Sleep(10) between init and close, which leads me to believe that it’s a threading issue.

This is the callstack at the time of the hang.
Main Thread
7ffe0304()
ntdll.dll!77f5c534()
kernel32.dll!77e7a580()
msvcrt.dll!77c2ab33()
kernel32.dll!77e7ab74()
fmodex.dll!10002e2b()
fmodex.dll!10007dad()
fmodex.dll!10023be0()
fmodex.dll!10023b83()
fmodex.dll!10009f8c()
TestSoundPlatform.exe!SoundSystem::Initialize(SoundSystemOptions & options={…}) Line 35 C++
TestSoundPlatform.exe!main() Line 8 C++
TestSoundPlatform.exe!mainCRTStartup() Line 398 + 0x11 C
kernel32.dll!77e8141a()

Win32 Thread
fmodex.dll!10007c5f()
ntdll.dll!77f84fd6()
kernel32.dll!77e7d28e()
ntdll.dll!77f84fd6()

FMOD has 4 threads that appear to be infinitely looping over the instructions at 0x10007C12 to 0x10007c5f. I’m not exactly sure what this loop does since I don’t have the source code, but maybe someone over there can take a look. The machine I’m running on is a dual proccessor P4 Xeon 3.2GHz with Hyperthreading, Windows XP sp1, visual studio .NET 2003.

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[quote="brett":37v1sw7b]didn’t you see my last post, i assume it is to do with that. We will have a new version out very soon.[/quote:37v1sw7b]

I just updated and the hang problem is solved. Thank you very much for the help.

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