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What are some of the conditions that can cause FMOD to stop calling my READ callback for streaming? I am calling setFileSystem and passing it my callbacks. It calls READ a few times on the .fsb file, I am assuming to read in the first chunk of all of the files in my wavebank. During game play the chunk repeats (like a skipping CD) and READ is not called (duh). During the calls to READ that actually take place the byte count matches what I expect. Any ideas?
Thanks.

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Is it possible that it happens without callbacks? That is sort of strange unless the streamer has just stopped all together regardless of if you have callbackks or not. Does Sound::getOpenState give you any clues at the time? (it gives stream state and buffering values)

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Is there a way to call Sound::getOpenState using events? I don’t see a "getSound" call in the documentation.

I am not sure what you mean by [quote:80xauk5l]Is it possible that it happens without callbacks?[/quote:80xauk5l]

Thanks.

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It looks like the FMOD streaming thread is still running but it has called XMADisableContext. Seems like FMOD is only using the first chunk because I am hearing stuttering. Does this help you help me trouble shoot? :)
Thanks.

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OK, so I can’t even make a call to getOpenState because the event doesn’t have any channels so I can’t get the sounds. Strange that I can still hear it…..

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I mean that does this problem happen if you disable your own callback system.

What version of the api are you using? Have you tried the latest? If the fmod streams work normally then they are calling the file system regularly.

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I believe the problem is that Event::start, which is executing in our main game thread, calls our read callback AND the FMOD file thread also calls the read callback on the same file during this time. There are two threads reading from the same resource. Is there a way to keep FMOD from reading on two threads simultaneously?
Thanks.

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