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The newest version of the Xbox360 SDK features support for the new XMA2 audio format, which also supports seeking and looping according to the description (haven’t looked into the exact technicalities myself, as I’m not a programmer).

Currently, to do Sentenced playback of audio on the Xbox360, the audio files actually have to be unpacked into memory, because we ran into problems with Sentenced playback using XMA.

I was just wondering, how high on the FMOD development priority list is the support for the new XMA2 format?

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fmod already supports looping and seeking of the current XMA format. We don’t really need to support xma2 at this time, and the main reason we cant actually support it right now is that the new XMA hardware decoder api is faulty and creates performance issues.
If there is an issue with xma sentencing let me know because i’m pretty sure i’ve tried this without a problem, but i’ll have to try it again. Which version of the api are you guys using?

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[quote="brett":vee00voz]fmod already supports looping and seeking of the current XMA format. We don’t really need to support xma2 at this time, and the main reason we cant actually support it right now is that the new XMA hardware decoder api is faulty and creates performance issues.
If there is an issue with xma sentencing let me know because i’m pretty sure i’ve tried this without a problem, but i’ll have to try it again. Which version of the api are you guys using?[/quote:vee00voz]

Hi, Brett,

We are also interested in XMA2 support, mainly because it allows us to get the duration of an XMA-encoded sound without having to read in the whole file. It’s my understanding that that’s the only way we could currently do it using FMOD, and it’s not really an option for us because of the time it would take.

I’m sorry I don’t have a reference for you, but I remember reading it at some point in the release notes.

-Mike

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if you use .fsb fmod already stores the proper length, and while fmod doesnt read in the whole file for .fsb, it does have to seek to the seek table to work out the length.
You shouldnt be using the actual .xma format, that is a very inneficient file format to be using for games. It is riff based. xma2 doesnt change this.
xma2 is more about the data within the file, not the file format.

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[quote="brett":9yc9tpzy]if you use .fsb fmod already stores the proper length, and while fmod doesnt read in the whole file for .fsb, it does have to seek to the seek table to work out the length.
You shouldnt be using the actual .xma format, that is a very inneficient file format to be using for games. It is riff based. xma2 doesnt change this.
xma2 is more about the data within the file, not the file format.[/quote:9yc9tpzy]

Wow, this is the first I’ve heard about XMA being bad to use. We are playing compressed XMA sounds from memory and streaming our longer XMA sounds straight from XMA files on disk. We were doing this because we thought we were getting decoding in hardware with very little CPU overhead on the Xbox 360. Is there something better we should be using on that platform?

Thanks,
Mike

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i said .xma, not the xma data format. They are 2 different things.
the .xma FILE format is inneficient. FMOD uses XMA raw format in its fsb file format when it encodes to be used by the hardware decoder.
The difference is FSB is optimized for loading, and has no seeks, and stores the correct length of the sound, and can store hundreds of sounds in 1 file if it wants, to reduce further overhead.
Compare this to using the .xma file format, which is going to make you use hundreds of individual files, with redundant header data, each file must be opened indivudually, each file does a lot of seeking and small reads. It is just generally FAR more efficient to use fsb and not the file format microsoft supplied.

XMA2 just means they changed the DATA format which requires upgrading our code to a new decoder api they have provided, which has some benefits but not any that we need right now.

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[quote="brett":ldz6hyoi]i said .xma, not the xma data format. They are 2 different things.
the .xma FILE format is inneficient. FMOD uses XMA raw format in its fsb file format when it encodes to be used by the hardware decoder.
The difference is FSB is optimized for loading, and has no seeks, and stores the correct length of the sound, and can store hundreds of sounds in 1 file if it wants, to reduce further overhead.
Compare this to using the .xma file format, which is going to make you use hundreds of individual files, with redundant header data, each file must be opened indivudually, each file does a lot of seeking and small reads. It is just generally FAR more efficient to use fsb and not the file format microsoft supplied.

XMA2 just means they changed the DATA format which requires upgrading our code to a new decoder api they have provided, which has some benefits but not any that we need right now.[/quote:ldz6hyoi]

Brett, can you add support for "no-riff-header" XMA format, but without using the .FSB file format. We are stuck with an old-wave-format banks, and for the current game we can’t change that (our other game using FMOD goes directly and uses .FSB).

Right now I’m encoding the XMA using the provided microsoft lib, just putting the seek section in front, like FMOD tools are doing, and this removes one extra seek, but I’ll be interrested in support for non-fsb no-riff-header xma format. Would that be possible soon? And also similiar formats for the other platforms.

I understand that FSB takes care of some information which is later given to the decoders, but such information can also be provided in the exsoundinfo structure, right?

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might be able to do something like FMOD_OPENRAW and FMOD_CREATESOUNDEXINFO.format = FMOD_SOUND_FORMAT_XMA and add a new parameter called void *seektable in createsoundexinfo to get what you need. I think thats all you need anyway.

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