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This might be a FMODex issue but I’ll post it here anyway. With the latest debug libs I have been trying out things have started to run really, really slow. A not very wild guess is that writing to logfile is the cause for this. Correct me if I’m wrong. So, assuming I’m right then how do I disable this logging? If not then why is it so slow?

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Please, tell me how to solve this since it slows down my work alot.

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[quote="Ljudas":dgq30eh1]Please, tell me how to solve this since it slows down my work alot.[/quote:dgq30eh1]

There should be a FMOD::gDebugMode FMOD::gDebugLevel etc. variables, controlling what to be logged as bitfields (gDebugMode) and to what verbosity (gDebugLevel). If you have the FMOD source code (we are licensed to use it), then you can patch that directly (as I did).

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Have a look at this thread:
http://52.88.2.202/forum/viewtopic.php … debuglevel

I ran into the same issue.

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I get the following error if I try that approach:

error LNK2001: unresolved external symbol "enum FMOD::FMOD_DEBUGLEVEL FMOD::gDebugLevel" (?gDebugLevel@FMOD@@3W4FMOD_DEBUGLEVEL@1@A)

Could it be cause I don’t have the source???

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I still can’t get rid of the debuglog. Anyone who has a better solution than this in my case non-working hack? As it is right now the debug libs are more or less useless since they stall the game for seconds.

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did you read the whole thread. If you wrap the code pasted in namespace FMOD {} it will link.

The debug will stop if you set it to 0.

The library is not a ‘debug’ library anyway. It is simple a version of fmod with logging. If you don’t want logging use the release version.

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This is what happens when I try to link:

Testbed (Core) error LNK2001: unresolved external symbol "enum FMOD::FMOD_DEBUGLEVEL FMOD::gDebugLevel" (?gDebugLevel@FMOD@@3W4FMOD_DEBUGLEVEL@1@A)

This is what I did in my code:

[code:w3oiz60u]
namespace FMOD
{
typedef enum
{
LOG_ERROR = 0x00000001,
LOG_WARNING = 0x00000002,
LOG_TUTORIAL = 0x00000004,
LOG_NORMAL = 0x000000FF,

    LOG_MEMORY         = 0x00000100, 
    LOG_THREAD         = 0x00000200, 
    LOG_FILE           = 0x00000400, 
    LOG_TYPEMASK       = 0x0000FFFF, 

    LOG_WIN32          = 0x00010000, 
    LOG_PS2            = 0x00020000, 
    LOG_XBOX           = 0x00040000, 
    LOG_GC             = 0x00080000, 
    LOG_LINUX          = 0x00100000, 
    LOG_MAC            = 0x00200000, 
    LOG_CE             = 0x00400000, 
    LOG_PLATFORMMASK   = 0x00FF0000, 

    LOG_TIMESTAMPS     = 0x01000000, 
    LOG_LINENUMBERS    = 0x02000000, 
    LOG_COMPRESS       = 0x04000000, 
    LOG_CONTROLMASK    = 0x0F000000, 

    LOG_BRETT          = 0x10000000, 
    LOG_ANDREW         = 0x20000000, 
    LOG_CHENPO         = 0x40000000, 
    LOG_USERMASK       = 0xF0000000, 

    LOG_ALL            = 0xFFFFFFFF 
}
FMOD_DEBUGLEVEL; 

extern FMOD_DEBUGLEVEL gDebugLevel;

}

// Constructor
{
FMOD::gDebugLevel = FMOD::LOG_NORMAL;
}

[/code:w3oiz60u]

What’s wrong here?

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[quote="brett":1ldmigbn]The library is not a ‘debug’ library anyway. It is simple a version of fmod with logging. If you don’t want logging use the release version.[/quote:1ldmigbn]

Does this mean that "debug" FMOD libraries don’t themselves link against debug versions of other libraries? Because we would like to run debug versions of our code WITHOUT the FMOD logging.

Thanks.

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They’re not debug as I said. They are release with logging. If your code is debug or release is not really relevant anyway, people are already doing this with the normal dll. If you dont want logging dont use the logging dll.

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