0
0

Does the new 3D stuff mean that I can now safely create all my sounds and streams as 3D in case the user decides to use 3D positioning on them?

(Are there any downsides to this approach – running out of hardware channels, losing pan control, etc?)

  • You must to post comments
0
0

[quote="brett":15gvvkg9]this sort of information is practically no use at all. i need a proper win32 dialog dump .. what is that message anyway? Its not a standard exception message.

Are you using the C interface?[/quote:15gvvkg9]This is the only information he gave me, if you need more detailed crash reports please tell me exactly what information you want him to copy so I can get it from him.

Yes, I’m using the C interface, via your standard BAS headers.

  • You must to post comments
0
0

Does stereo sounds in 3D mean it sums the 2 channels to mono, takes only one channel and positions it or does it place both channels in 3D and space them apart?

Jamie

  • You must to post comments
0
0

What I mean is can sound designers specify this information in designer?

Jamie

  • You must to post comments
0
0

[quote="brett":2e4chfbv]fmod USED to downmix stereo voices to mono when it was specified as 3d.

The difference now is that it actually leaves it in stereo, and uses 2 mono 3d voices to play it back.

This means yes, you can create all your sounds and streams as 3d , but you could do this before anyway, it just used to automatically down mix multichannel stuff to mono when it loaded/streamed into a signel mono 3d voice.

Now it will use more hardware voices if you use stereo 3d sounds, but as mentioned, you can actually walk up to a stereo voice now in 3d and have its left and right part positioned seperately. This is great for stereo or multichannel ambience in 3d.

A stereo 3d sound is positioned with the normal Channel::set3DAttributes function, but if you listed to it, the left and right part would be in the same place, so it would sound mono.

To split the left and right part away from the channel’s center position, use Channel::set3DSubChannelOffset.

The l/r part of the sound will follow the ‘center point’ which is the channel position around. The offset you specify can be changed in realtime so that you can rotate them, make them seperate more, etc.

Currently in designer, you can’t specify the seperation, but we will do this soon. In designer 3d stereo sounds will sound mono, but when the seperation is added we’ll also add Event::setOrientation which will rotate the event’s stereo sound channels, and also be used for cones.[/quote:2e4chfbv]Does the seperation default to the right values for normal stereo panning, or will we need to set that ourselves? If so, what are the recommended values?

I’m definitely interested in tweaking my audio API to allow 3D positioning for everything if the user wants it, but it’d have to work without breaking the basic stereo playback, panning, and volume functionality. I’m willing to do a little dirty work behind the scenes if necessary, as long as it’s clean. :)

  • You must to post comments
0
0

I´m test with 4.01.04 and work fine. Now test the 4.01.06 version and crash my application in System.Init.

The line is: (C#)

result = Player1.configPlayer.system.init(1, FMOD.INITFLAG.NORMAL, (IntPtr)null);

The crash occurs in fmod.cs:

public RESULT init (int maxchannels, INITFLAG flags, IntPtr extradata)
{
[color=yellow:lc1gp2o8]return FMOD_System_Init(systemraw, maxchannels, flags, extradata)[/color:lc1gp2o8]
}

Have any change in the parameters of System.Init?

Tanks.

  • You must to post comments
0
0

The playsound example does not work either and it is crash in the same place (system.init).
The rare thing is that the compiler does not find the error but that appears the window of “playsound.exe has encountered a problem and needs to close…” of Windows and is closed. Some idea that it can be happening?

  • You must to post comments
0
0

[quote="Colores":2jivzsie]The playsound example does not work either and it is crash in the same place (system.init).
The rare thing is that the compiler does not find the error but that appears the window of “playsound.exe has encountered a problem and needs to close…” of Windows and is closed. Some idea that it can be happening?[/quote:2jivzsie]One of my users is complaining about this error too. I had him switch down to 4 (and the associated version of my sound wrapper) and the crash dissapeared.

However, 6 works fine here, so I don’t know what’s up.

[quote:2jivzsie] AppName: ngide.exe AppVer: 1.8.0.1873 ModName: fmodex.dll

ModVer: 0.4.1.6 Offset: 0002752b[/quote:2jivzsie]Same offset and module for all crashes. Works fine if I have him uncheck the ‘Enable Sound’ box (it then doesn’t load or use fmodex)

Here are the system specs he gave me:
[quote:2jivzsie]AMD Athlon 800 Mhz 400 RAM GeForce 2 64 MB video card Soundblaster Audigy 2 Sound Card[/quote:2jivzsie]
I’m eyeing that Audigy suspiciously, personally. 😡

  • You must to post comments
0
0

[quote="brett":1sgku5cu]What about the examples? They all seemed to work fine and they use System::init (obviously)[/quote:1sgku5cu]

Geometry example crash after one or two rendering of the scene.

  • You must to post comments
0
0

[quote="brett":11kfp7wj]jouvieje what are your machine specs and OS?[/quote:11kfp7wj]

Machine :
– Intel Pentium IV 3.0 GHz C Hyper Threading
– Asrock P4VT8+
– ATI Radeon 9600 Pro 256 Mo
OS :
– Windows 2000 SP4
– KNOPPIX 3.8.1 (Linux)

I’ve tried geometry example under Windows 2000 (don’t try under linux but I think the result shoulb be the same).

  • You must to post comments
0
0

[quote="brett":1oqgm40c]http://52.88.2.202/files/fmodex_nosse.zip[/quote:1oqgm40c]
[quote="babley":1oqgm40c]Crash. No error report.[/quote:1oqgm40c] (assuming this is a page fault?)
[quote="brett":1oqgm40c]http://52.88.2.202/files/fmodex.zip[/quote:1oqgm40c][quote="babley":1oqgm40c]AppName: 006600750072007900B2002E006500780065 AppVer: 1.8.0.2012 ModName: fmodex.dll

ModVer: 0.4.1.6 Offset: 000276fa[/quote:1oqgm40c]

  • You must to post comments
0
0

I’ve just tried your two FMOD Ex libraries, still don’t work.

I’ve got the same message :
[code:y35t27am]FMOD Error!(32) An invalid object handle was used.[/code:y35t27am]

This error occure during the call [b:y35t27am]doSoundMovement[/b:y35t27am] in the second render of the scene.
More exactly in updateObjectSoundPos(&objects[5]);
[code:y35t27am]result = object->channel->set3DAttributes(&pos, &vel);
ERRCHECK(result);[/code:y35t27am]

If I remove errcheck, the example continue. So, the problem may come from here.

  • You must to post comments
Showing 11 results
Your Answer

Please first to submit.