In our project we have some problem with the sound playing. I get FMOD_ERR_CHANNEL_ALLOC when I shouldn’t. Maybe I have misunderstood something so I’ve created a simple framework but I have some strange issue in this too.
I have created an event system with 3 software channel (no hardware) and 7 virtual channel. (Tried with simple system too)
I’m logging the count of the playing channels(using system::getChannelsPlaying)
I’m starting a nonlooped sound up to five times then waiting for the channels to stop. It works for the first 4-5 try but then I get FMOD_ERR_CHANNEL_ALLOC.
After every error the maximum number of played channels count decreses with one until reaches 3 (the real channel count) after this I can start as many sound as I can it gives no error but the maximum stays at 3.
If start more than 7 of them I get FMOD_ERR_CHANNEL_ALLOC too, which seems to be correct to me.
I tried this with a looped sounds(I stop them manually with ->stop instead of waiting for them to stop), it works similarly except that i can start(at the first some try) more than 7 of them and it doesn’t give an error. But the isPlaying stays at 7.
I’ve tried this with events (looped/nonlooped) and got the same results.
But one thing is little strange for me.
When the car event’s start gives the FMOD_ERR_CHANNEL_ALLOC I assumed that the car event is no longer valid, but If I don’t call stop in that case I get some sounds playing forever. So it seems like it succeeded (at least partly) ???
Maybe I’m doing something wrongly. if U need the fev,cpp file i’m worked with please tell me I wil send it.
I couldn’t reproduce one bug in the test program that we had in our game. Some channel got stuck in the system (played forever). It is created from nonlooped sound. I get some info form it : nonvirtual, playing, not paused and GetPosition always the same (mainly 0). Maybe a sound get virtual and when get back to nonvirtual it doesn’t ends??? or it was a bug in our code.
- kocsisa asked 12 years ago
In our game we specify 256 virtual channel. I have just tested in a pet project with 7 to see what happens.
Thx for checking the events.
But I think the main problem is not at the events.
My main problem is that playSound returns FMOD_ERR_CHANNEL_ALLOC while playing 4 sounds and starting a new with 7 virtual channel. And this happens not at the first time only after starting and stopping some sound.
Thx for the new version, I’ve checked it and the problems are solved.
But I found a new one maybe related to this (or maybe its my bug).
After I start and stop a nonlooped event, I can’t start a sound (with playSound). It is not audible but the getChannelsPlaying returns 1 (for a nonlooped sound!!) forever. If I don’t start the event before it, it plays ok.
I’ve sent a mail with a small example to firstname.lastname@example.org.
Please check it,
Please login first to submit.