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I’m experiencing a lock-up with our game. We are running kernels on each thread and it seems fmod does not play nice with sharing a hardware thread.
I am streaming an xma (tried mp3 as well) file and i’m guessing something in the stream servicing is locking but never unlocking. Any ideas? It does not seem to make a difference where I set fmods threads to run.

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Hi Carson, can you provide any more details on this hang? Probably best to write to support@fmod.org for this one.

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I have noticed this on our engine as well, though have not had a chance to debug it yet. I’d be interested to know what the solution is, and if I get a chance to debug mine soon, I’ll let you know what I find.

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Snap. We have threaded based problems with version .29 on the Xbox360 also. We too will have a closer look as soon as schedule allows.

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Hi,
I have just uploaded what is most likely a fix for this in the consoleeval ftp for registered 360 developers, please look for dev or stable releases for xbox360 (v404.30 or 4.04.31). This is for XMA support.

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I think we sorted out one part of the problem. The update was being called directly from rendering (running on another thread/kernel). I’ve set up a timer on the same thread as fmod now and updating from there (a hack at best since it’s totally asynchronous from rendering now 😕 ).

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We have to put this in big bold letters in the documentation for next time, developers should never run fmod commands from different threads. We dont want to have to start putting criticalsections everywhere to protect it for performance reasons, so it is best to just call all fmod commands from the main game thread, including update, once a frame.

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