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?
- droberts asked 10 years ago
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?
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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