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Looks like my pops and jums are no more.

I can use the “heavy” Winamp dsp plugin now, this update also solved a distortion problem I hade when playing several stream at the same time via winamp dsp.

Thanks Brett!

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I’ve run into a problem where Memory_Initialize() crashes if I call it a second time in my game. I understand this would be bad if it were called a second time while the system was using it, but I was hoping it could be done again after the system had been released.

Because memory is tight, I need to create and release FMOD several times over the course of my game. Specifically, I need to reclaim the FMOD memory pool during level loads and then reinitialize FMOD with a new pool when a level starts.

Here’s a quick little sample that reproduces the problem.

[code:4677fe5t]int _tmain(int argc, _TCHAR* argv[])
{
for(int i = 0; i < 3; i++)
{
const int memoryPoolSize = 512*2*8;
char* memoryPool = new char[memoryPoolSize];
FMOD::System* system;

    if(FMOD::Memory_Initialize(memoryPool, memoryPoolSize, NULL, NULL, NULL) != FMOD_OK)
return -1;

if(FMOD::System_Create(&amp;system) != FMOD_OK)
return -1;

if(system-&gt;close() != FMOD_OK)
return -1;

if(system-&gt;release() != FMOD_OK)
return -1;

if(FMOD::Memory_Initialize(NULL, 0, NULL, NULL, NULL) != FMOD_OK)
return -1;

delete []memoryPool;
}

return 0;


}[/code:4677fe5t]

On the second call to Memory_Initialize(), the app will crash. Am I using this wrong? Is this even supported? Thanks.

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I have a bit of a mystery on my hands here with this tool. When some developers open it, they see the option to build for xbox360, but others do not. They just see “Cross-platform” under “platform :”.

Also, these same developers do not see “XADPCM” as an option.

What do you think is the difference between these developers’ machines?

Thanks,

David

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Hi David,

To build for Xbox 360 you need to have the Xbox 360 SDK installed.

Cheers,

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Actually, it was “xbox” not “xbox360”. Apparently those developers happened to have old xbox sdks still installed on their machines.

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In the latest Xenon build we are getting a lot of linker warnings dealing with two problems.

The first warning is “vcompd.lib(xdebug.obj) : warning LNK4098: defaultlib ‘libcmt.lib’ conflicts with use of other libs; use /NODEFAULTLIB:library”. This happens in our debug builds. We really need a version of FMOD that is linked against the debug runtime libraries.

The second warning is LNK4204 about missing debug information. Could we get both release and debug libraries compiled with /Zd (line numbers only). This shouldn’t give away anything except filenames and line numbers from the source.

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I’ve got an mp3 that is played 4 times with FMOD Ex 4.01.04.
You can found it here :

Length of this music is about 5 minutes, but FMOD Ex find 20 minutes in it !

Audacity find the right length (ie 5 min). Some music player like winamp find 20 minutes.

A little thing on fmodex.chm, EVENT_PROPERTY enum and FMOD_CREATESOUNDEXINFO structure are missing from the list.

I’ve also notice that you use [r] [w] [r/w] marks.
It is said in the documentation that members mark with [w] are write only. So, this means that we can’t make read operations for these members.

defaultval from FMOD_DSP_PARAMETERDESC is mark with [w]. But, in dsp_gain example, the value of defaultval is also read :
[code:26zaiv6y]dsp_gain line 88 & 117 : state->gain = dspparam[0].defaultval;[/code:26zaiv6y]

Is it an error in the documentation ? or members mark with [w] can also be read !!!

If it is a problem in the documentation, can you check that the other members are well documented ?
I know that it is not a priority, but these informations are usefull for me to write the Java interface.

Thanks.

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[quote="jouvieje":1ksermh8]I’ve also notice that you use [r] [w] [r/w] marks.
It is said in the documentation that members mark with [w] are write only. So, this means that we can’t make read operations for these members.

defaultval from FMOD_DSP_PARAMETERDESC is mark with [w]. But, in dsp_gain example, the value of defaultval is also read :
[code:1ksermh8]dsp_gain line 88 & 117 : state->gain = dspparam[0].defaultval;[/code:1ksermh8]

Is it an error in the documentation ? or members mark with [w] can also be read !!!

If it is a problem in the documentation, can you check that the other members are well documented ?
I know that it is not a priority, but these informations are usefull for me to write the Java interface.

Thanks.[/quote:1ksermh8]IIRC what this means is that [b:1ksermh8]FMOD[/b:1ksermh8] will only write to a member or parameter marked with [w], not that you can only write to it.

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Hi Brett,

I have a minor issue with the fsbankexcl.exe tool. I would appreciate it if fsbankexcl.exe could be changed to take as command line parameters files names and directories that contain spaces. Like the following file path –

“c:\data\sounds\big gun\gunsounds.fsb”

Also, it would be convenient if instead of passing a list of files to convert, they could be passed individually on the command line. This would be particularly convenient when creating sound banks that contain only a single wave file.

Regards,
David

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[quote="brett":3s2fqvdc]This isnt an fmod problem. I thought you had used fmod before
Just add FMOD_ACCURATETIME if you want it to scan the VBR file to find the right length.
[/quote:3s2fqvdc]
OK, but it is surprising that FMOD find 4 x the original length.
I will use FMOD_ACCURATETIME.

[quote="brett":3s2fqvdc]How can you make a C variable write only :o[/quote:3s2fqvdc]
That is what astonished me. I badly understood what the doc says.

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[quote="brett":1j754kyt]I’ve updated the builds to be a proper release for the release library (it was 5mb and had debug information in it for some reason) and the fmodxbox360D.lib version will now be the same, but only with logging, and with /Zd.
I don’t think we’re going to make the release version use debug information (due to size and possible TRC issues, i know sony dissalowed debug info in release builds), you will just have to switch between the libs for debug and release.[/quote:1j754kyt]

I understand why you don’t want to put debug info into the release version of the library, but we don’t want to replace the current release library, but rather get an additional library with debug info. The reason we wanted the debug info was so we could use it in our “metrics” build (release mode optimizations but still debugable). If we use the debug library in this situation, our game will use the release runtime library but FMOD will use the debug runtime library. This just causes all sorts of memory management problems (multiple heaps, etc.)

Thanks for all the help, Brett. I’m liking FMOD more and more everyday I use it.

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