I’ve got some problems trying to play 3D sounds through FMOD on the Xbox 360. I’ve got my kit hooked up to a Dolby Digital decoder with optical SPDIF, set the dashboard to 5.1 output and I’ve tested that it all works using the XAudio3DSound XDK sample.
Bug#1 – When I try to play a 3D sound in my game, everything just comes out of the front speakers (like it’s using stereo output). I’ve checked the results of getDriverCaps() and it says the dashboard is set to 5.1, but getSpeakerMode() reports stereo, which is strange because the docs say “FMOD will automatically use the correct speaker setting that was selected in the dashboard.”
Bug#2 – If I call setSpeakerMode(FMOD_SPEAKERMODE_5POINT1) I only hear output if things play from the right speaker (i.e. a sound to the right of the listener can be heard while a sound to the left of the listener will not play at all). A good way to reproduce this is to load up the FMOD 3D example (but add a line of code to set the speaker mode to 5.1 due to bug #1).
Bug #3 – Sounds do not loop if you call setMode(FMOD_LOOP_NORMAL) on a channel that is playing a hardware sound. However, sounds do loop correctly if I call setMode(FMOD_LOOP_NORMAL) on the sound. The docs say setMode doesn’t work for XMA files, but I’m just playing PCM waves. I’d like to be able to specify looping on a channel by channel basis rather than on the sound. Is this a hardware limitation, or a bug?
I know I’ve been keeping you busy the last few days with bug requests, but I really appreciate the help. You guys are great.
I finally have started looking at XMA playback on the xbox and have run into a problem. When I try to pitch up a sound I get an XAudio assert and the following error message:
[quote:1l2qz3ry][XAUDIO] Fatal error: Requested pitch shift is greater than the MaxFreqScale specified when this voice was initialized
This only happens with XMA files. PCM waves played with the hardware mixer seem to be fine.
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