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Hi all,

I am using the Fmod designer (FMOD_EVENT_VERSION 0x00010209) to create sounds in our game demo. Basically, right now we have a bunch of balls bouncing around a box, and each time a ball hits the box, a collision sound is played. When the ball is below a certain speed, no sound is played. Everything seems to work fine at first, but after around 100 balls have been thrown, no sounds play. I have each sound being played as a new event instance where the ball hits. Eventually after multiple runs, no sounds play at all, and finally directx refuses to boot up at all, and I have to restart. It is like a destructive action is happening inside of directX that permanently hals FMOD, but I can not be sure. Has anyone else encountered this problem?

Another problem is when I change the type of 3d sound to linear from logarithmic, I get a invalid parameter error after calling eventsystem::update, but only after the listener moves…

Any suggestions as to why these things are happening?

Also, as a general question of how to implement the management of the sounds: When I need to play another instance of the sound at the same time, do I have to use the event group to spawn another event, or can the event manage the sounds as well. And should the positional management (callbacks for position/velocity and such) be managed by that event instance?

Thanks!

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All my sounds are one shot.

As far as I can tell, I am not running out of channels. I can play 1000s of sound instances.

By ‘lower than a certain speed,’ I mean that if the ball collides and is not moving fast enough, it does not play a collision sound, so when sliding happens , 1000s of sounds are not playing.

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Does the max playback field mean then maximum number of sounds playing at the same time? Or the duration of the fmod system being run?

I do not think it is an issue of running out of channels; after multiple runs, sounds just do not play, even from a fresh boot.

Sometimes there is a ‘A call to a standard soundcard driver failed, which could possibly mean a bug in the driver or resources were missing or exhausted. ‘ message, but the conditions are not reproducible.

I have a hunch that a specific sound causes the error, but there the sound is no different from the others. Could the actual source file(wav) cause something like this?

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Hmm, as far as I know I have the latest drivers. The sound device is a SigmaTel Audio chip in a 600m Dell Laptop.

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After getting the update of today (FMOD_EVENT_VERSION 0x00010301), I get a couple of new issues.

Previously, my code would load up the sounds fine, but now when the following code gets executed:

[code:2uamege1] FMODErrorCheck(FMOD::EventSystem_Create(&_eventSystem));
FMODErrorCheck(_eventSystem->init(256, FMOD_INIT_NORMAL, 0));
FMODErrorCheck(_eventSystem->setMediaPath(".\Audio"));
FMODErrorCheck(_eventSystem->load("tesla.fev", ""));
FMODErrorCheck(_eventSystem->set3DNumListeners(1));

FMOD::EventGroup* eventGroup;

int i = 0;    
FMOD_RESULT res = _eventSystem->getGroupByIndex(i, false, &eventGroup);
char* name;
while(res != FMOD_ERR_INVALID_PARAM)
{
  FMODErrorCheck(res);

  int groupIndex = 0;
  FMODErrorCheck(eventGroup->getInfo(&groupIndex, &name));      
  FMODErrorCheck(eventGroup->loadEventData(FMOD::EVENT_RESOURCE_SAMPLES));

/// ...create own data structures...

  res = _eventSystem->getGroupByIndex(++i, false, &eventGroup);
}

[/code:2uamege1]

When eventGroup->loadEventData(FMOD::EVENT_RESOURCE_SAMPLES)is executed, The following error happens:

FMOD error! (36) Not enough memory or resources.

I ran some tests with the FDP file that creates the data; it seems that and empty sound group, or a sound group with any sub groups and two+ sounds.

Originally I have a major group that holds around 8 sub groups that hold 1-3 sounds. It causes the error to happen, but when I flatted the structure to just one group with 20-30 sounds, it works fine.

Skipping/removing the loadEventData call causes everything to run, and all the sounds play w/o running out of memory / resources after all have been played.

However, doing this causes the previous problems to happen; this time I get errors when booting FMOD though.

_eventSystem->init(256, FMOD_INIT_NORMAL, 0); causes the following two errors

A call to a standard soundcard driver failed, which could possibly mean a bug in the driver or resources were missing or exhausted.

or

Error initializing output device.

When this happens, FMOD Designer can still play sounds in these cases.

There was a very odd case when my sound card is no longer detected and Windows does not show it as a device… FMOD designer did not run at that point. What is even more weird, is that after waiting a while, the card comes back, and FMOD Designer can run again.

If the sound card’s memory is running out, how do I check the statistics of what the card can support? I use getSoundRAM and getCPUUsage to track this in realtime, but are there was to check for capabilities and a clean shutdown with the Designer API?

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Cool, thanks for the help. When I added the event to the parent group, everything worked fine.

I wonder if the sound card stuff is realted to the empty groups; I’ll try to reproduce the issue with non-empty groups.

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Well, I tried it with the non-empty groups, but it still happened.

I was able to create simple test that reproduces the problem. I have tested it on two machines and I get the same result. The only problem is that they both have SigmaTel chips, so it might not be a valid test.

I have the source and the wav/fdp file. Should I just send those to support@fmod.org?

Thanks!

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Done!

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Any progress on this issue?

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