0
0

i’m building a sound manager for a game that needs to keep track of which sound is playing on which channel, im having a problem with the channel end callback, if i have too many sounds ending at the same time i get an access violation error, saying it tried to access protected memory. any ideas as to the problem and how i might be able to fix it?

  • You must to post comments
0
0

[quote="Si":1vqmjee5]i’m building a sound manager for a game that needs to keep track of which sound is playing on which channel, im having a problem with the channel end callback, if i have too many sounds ending at the same time i get an access violation error, saying it tried to access protected memory. any ideas as to the problem and how i might be able to fix it?[/quote:1vqmjee5]Is this error occurring in your callback, or in FMod?

  • You must to post comments
0
0

its coming up with this while running in debug mode

A callback was made on a garbage collected delegate of type ‘SoundEngine!FMOD.CHANNEL_CALLBACK::Invoke’. This may cause application crashes, corruption and data loss. When passing delegates to unmanaged code, they must be kept alive by the managed application until it is guaranteed that they will never be called.

it halts on line 1531 of fmod.cs

  • You must to post comments
0
0

Are you ensuring that a reference is being held to your callback delegate until all channels have had their end callbacks removed? You may want to store that delegate in a static variable somewhere so that it is not GCed until exit.

  • You must to post comments
0
0

omg duh, im such an idiot sometimes lol, thanks for that

  • You must to post comments
Showing 4 results
Your Answer

Please first to submit.