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[code:wxe5ljta]

16/11/06 4.04.49 – Dev release update

  • Added Channel::set3DDopplerLevel / get3DDopplerLevel. Set doppler shift
    scale per voice.
  • Event API – Sped up EventSystem::update considerably.
  • Huge speedup in playing/stoping sounds, connecting channelgroups in
    FMOD_SOFTWARE mode. Most noticable in event system.
  • Added FMOD_INIT_360_MUSICMUTENOTPAUSE for Xbox 360. If dashboard music is
    played, FMOD based music tracks can now mute but keep playing, instead of
    pausing.

  • PS3 – Fixed virtual voices crash.

  • Fixed output plugins from crashing upon init in plugin mode.
  • Fixed FMOD_INIT_DISABLESOFTWARE making System::init return
    FMOD_ERR_NEEDSSOFTWARE if System::setAdvancedSettings was called to enable
    createcompressed codecs to be allocated.
  • Xbox360 – improved support for nested channelgroups under the "music"
    channelgroup when dashboard music is turned on and off.
  • Fix geometry engine not updating, if geometry moved faster than the occlusion
    fade in/out speed.
  • Fixed issue with dsp unit added with addDSP being added(moved) to a different
    channel and breaking the old channel (stopping it from playing).
  • Fixed virtual voices causing FMOD_ERR_NEEDS3D error and generally making
    things go wrong between 2d/3d voices.

  • Event API – Fixed rare crash in EventGroup::freeEventData
    [/code:wxe5ljta]

This thread is for discussion / bugreports for the current release.
Download the current release from the front page at http://www.fmod.org

We are heading to 4.05.00 release now so no new stuff (of structural significance) will be added until all bugs are fixed in this branch.

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On Linux, I am getting the undefined symbol: __cxa_pure_virtual error reported and fixed in this older bug:

http://52.88.2.202/forum/viewtopic.php … 99d406cd56

The solution at the time was to build/link with g++, not gcc, when producing libfmodex.so. Can you please ensure the module is being built properly?

Thanks,
Pete

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Might just be me doing something fancy, but it seems that whenever I specify an end-delay other than 0 for a channel , the channel_end callback never gets called. Same problem with the previous version.

Also: did you happen to make changes to how "idle" channelgroups are processed? I just spent hours figuring out the reason for the garbled sound and came to the conclusion that having tons of channelgroups with dsps isn’t a good thing, even if they aren’t actively used. So, after adding and removing all dsps at every group when starting/stopping to play I noticed the update, tried it again and it seems to work fine without all the adding/removing of dsps. Except it simply works because it’s more efficient and the problem will reappear with more complex setups?

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Scratch that. According to getPlayingChannels the channels with an end delay NEVER seem to stop, however Channel::isPlaying seems to work fine. Still a problem, because when I check the assigned channel indices they are counting down to 0, so I take it once it reaches the last channel it keeps reusing that one.

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