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Hi.

I used to create sounds from memory using this way: (Visual Studio 2005, Windows Vista)

[code:2kx2gp6u]
FMOD_MODE mode = FMOD_SOFTWARE|FMOD_3D|FMOD_OPENMEMORY|FMOD_IGNORETAGS;
if( pIsStream == true)
mode |= FMOD_CREATESTREAM;
if( pIsCompressed == true)
mode |= FMOD_CREATECOMPRESSEDSAMPLE;

FMOD_CREATESOUNDEXINFO info;
memset( &info, 0, sizeof( FMOD_CREATESOUNDEXINFO));
info.cbsize = sizeof( FMOD_CREATESOUNDEXINFO);
info.length = pDataLength;

FMOD_RESULT res = fmodsystem->createSound( pData, mode, &info, &mSound);
if( res != FMOD_OK)
{ ... }
[/code:2kx2gp6u]

Pretty much the standard procedure. This worked fine in an older version of FMOD (4.3.2 according to the version info of fmodex.dll). Now I switched to the new version (4.6.22) and createSound() fails with FMOD_ERR_INTERNAL ("An error occured that wasn’t supposed to. Contact support.").

This is independent of the flags used. I already tried to remove all flags except the FMOD_OPENMEMORY, the result is the same.

The problem is, that I am unable to reproduce the problem in another project. I copied all the sound classes to a new project and everything works fine there. I compared the compiler options and all, no difference besides a different floating point model (fast instead of precise) and some other small things (like string pooling). But nothing big.

I am a bit lost now. There are no relevant differences between those two projects, but only one works, the other failes with the error mentioned above.

Any ideas what might be the reason?

Thanks and Bye,

Stefan.

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Alright, solved.

That was really stupid. It took me three days of debugging to finally find out, that an old version of the fmodex.dll was still residing in the working directory of the app that didn’t work.

Don’t ask me why I didn’t look there in the first place…

Thanks and Bye,

Stefan.

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