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after playing my events several times weird things begin to occur such as setting the value of the parameters no longer works. then the sound quits playing all together, and I get a result 35 event_invalid_handle, but this shouldn’t occur because nothing changes the indexes into the .fev file are still correct the names match up nothing changes. Also I have my parameter values linked up to the xbox 360 control triggers pressure sensitivity, and if I change the values of the parameter quickly then the sound will never stop playing your able to reproduce this error in fmod designer by scrolling the parameter meters fast as a sound is playing weathers it’s one shot or not. This problem is very time sensitive to fix, I’m an Audio Designer for Activision, I need support asap also I would like direct access with someone in your support department for future problems if this is possible let me know.

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One of the things i’ve noticed about fmod designer API is that the errors it gives you are usually only vaguely related to the problem. The first place to look for a solution would be the closest spot to the crash where you pass an event handle. my guess is the object that’s making the pass has turned into garbage somehow. Also if you’re getting the event from a project (i.e. myProject->getEvent("stuff/sfx/test1", 0, &myEvent)) it could be that myProject is full of garbage and similarily with eventgroups or the eventsystem.

my suspission is that since you’re calling it so fast one of FMOD’s threads isn’t keeping up and you’ve found something that’s not locking/unlocking properly and it needs to be fixed within FMOD

Another thing to try would be to re-create this crash playing the sound in different ways (streaming from disk, memory, decompressing from memory, etc…)

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[quote="polemos":1yjhyx6u]after playing my events several times weird things begin to occur such as setting the value of the parameters no longer works. then the sound quits playing all together, and I get a result 35 event_invalid_handle[/quote:1yjhyx6u]

Is it possible that you’ve hit "Max playbacks" and one of your event instances was stolen? In this case one of your event handles would go invalid – this is normal operating procedure.

[quote="polemos":1yjhyx6u]
Also I have my parameter values linked up to the xbox 360 control triggers pressure sensitivity, and if I change the values of the parameter quickly then the sound will never stop playing your able to reproduce this error in fmod designer by scrolling the parameter meters fast as a sound is playing weathers it’s one shot or not.
[/quote:1yjhyx6u]

Can you describe this in more detail please? I can’t reproduce anything like that behaviour. Feel free to send us an example of an event that this behaviour can be seen with.

[quote="polemos":1yjhyx6u]
This problem is very time sensitive to fix, I’m an Audio Designer for Activision, I need support asap also I would like direct access with someone in your support department for future problems if this is possible let me know.[/quote:1yjhyx6u]

I don’t know how you could have missed this so far but try emailing support@fmod.org for urgent issues.

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Is it possible that you’ve hit "Max playbacks" and one of your event instances was stolen? In this case one of your event handles would go invalid – this is normal operating procedure.

this happens when i play the same sound over and over the sound is a 1/2 sec long and is a one shot is it correct to presume I can play this sound over and over regardless of max playbacks because the sound plays and stops.

theres a problem right here when I try and get the state of the event it returns me invalid handle but if I comment out the getstate call and go right ot the start call everythings find why would that happen

EVENT_STATE * state;

/////////////////////////GIVES INVALID HANDLE///////////////////////////
soundBank.result soundBank.fmodProj.groups[i].sEvents[j].event->getState(state);
///////////////////////////////////////////////////////////////////////////////////

if( soundBank.result!=EVENT_STATE_PLAYING)
/////////////////////////////GIVES FMOD_OK////////////////////////////
soundBank.fmodProj.groups[i].sEvents[j].event->start();

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If you get an invalid handle error then the handle is invalid probably because the event instance was stolen.

Can you reproduce this problem outside of your app? By modifying the simple_event example for instance?

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