0
0

I’ve run into a problem on the PC where non-looping sounds sometimes playback looping. This has been happening on both 4.02.09 and 4.02.10. I’m using uncompressed wave files and the sounds are loaded using these flags:
[quote:2rtxmmjg]
FMOD_OPENMEMORY | FMOD_SOFTWARE | FMOD_IGNORETAGS | FMOD_3D | FMOD_LOOP_OFF
[/quote:2rtxmmjg]

I then play them using the same code that used to work under v4.02.03.
[quote:2rtxmmjg]
if(FMOD_OK != system->playSound( (FMOD_CHANNELINDEX)channelIndex, sound, true, &channel ))
return false;

channel->set3DAttributes( &Location, &Velocity );
channel->setFrequency( defFreqPitch );
channel->setVolume( defVol
Volume );
channel->setPriority( Priority );
channel->setPaused( false );
[/quote:2rtxmmjg]

The looping doesn’t happen everytime I play the sound (maybe 1 out of 10 times). I’ve queried the channel’s mode and it shows FMOD_LOOP_OFF, yet the sound keeps playing and looping. I’m having a hard time reproducing this in the example apps, but my game code hasn’t changed since using 4.02.03 and all was well then. All I’ve changed is the new version of FMOD.

I’ll keep working on a repro app, but in the mean time do you know what might cause this, or has anyone else reported similar issues?

-Chris

  • You must to post comments
0
0

I seem to be having the same problem. In my case, if one looping sound (e.g. engine) is playing and you play another .wav file, then the second file is looped.

I have tracked this down to an issue with the .wav file. This file has not changed in five years. So it has to be something related to the .wav file itself. I don’t see any loop points in it.

This could be related to the 4.02.09 fix, since this started happening in that version.

[b:17xkfj3y]Fixed WAV loader for wavs with nested chunks.[/b:17xkfj3y]

  • You must to post comments
Showing 1 result
Your Answer

Please first to submit.