2/08/07 4.06.23 – Stable release update

  • Added FMOD_SPEAKER_SBL/FMOD_SPEAKER_SBR to make it clearer what speakers are
    being addressed on PS3. (On PS3, extra 2 speakers in 7.1 are located behind
    the listener instead of to the sides like on PC).
  • Added FMOD_OPENSTATE_STOPPING to denote that even though Channel::stop has
    been called on a stream, it is not actually stopped because the stream thread
    has not finished with it.
  • Event API – Added FMOD_EVENTPROPERTY_3D_POSRANDOMIZATION to specify a random
    deviation in the 3D position of an event.
  • Xbox360 – Added support for XMA FSBs built without seek tables.

  • Fixed hang if System::close was called directly after System::init in
    rare cases.

  • Fixed Channel::isPlaying returning true from within channel end callback.
  • Fixed Sound::getName not working on streamed FSB file subsounds.
  • Removed stall when starting and stopping a stream.
  • Remove stall from Sound::release, System::createChannelGroup.
  • Win32 / Linux – Fix crackle when multiple system objects were used.
  • Win32 – Fix multichannel streams not coming out of speakers correctly thanks
    to bad directsound behaviour. Directsound only.
  • PS3 – Fix pcm voices returning FMOD_ERR_CHANNEL_ALLOC after 32 instances.
  • Mac x86 – Fixed CDROM support, playback is no longer static noise.
  • Mac – Fixed crash during CoreAudio driver enumeration.
  • FSBank – Fixed FSBs being built having a default channel priority of 255
    rather than the correct default of 128.
  • Event API – Fixed exception/hang when freeing event data.
  • Event API – Fixed a bug where parameters with velocity or seek speed could
    skip sounds and syncpoints when the framerate was low
  • PS3 – Fix error being returned when loading interleaved streams of greater than
    6 channels. A maximum of 8 channels is allowed for PS3.
  • PS3 – Fixed hang in stream SPU thread if only 1 SPU is available due to SPU
    thread not swapping.
  • PS3 – Fix memory still being allocated into MRAM rather than the given VRAM
    pool when FMOD_LOADSECONDARYRAM is specified.
  • PS3 – Fixed reverb tails not sounding when a sound stops playing.
  • Xbox 360 – Fix music TRC issue with new game tracks starting in nested
    channelgroups/categories after music in dashboard had started.
  • Event API – Fixed threading issues. Hangs/crashes if FMOD_EVENT_NONBLOCKING
    was used.
  • Event API – Fixed FMOD_ERR_EVENT_MAXSTREAMS sometimes being returned even
    though less than "Max streams" had been created.
  • PS3 – Fixed occasional hang when rapidly starting up and shutting down FMOD.
  • Wii – Fixed System::setSpeakerMix not working correctly.
  • Mac/Vista – Fixed rare recording crash.
  • Fixed setPosition on MPEG streams not always working correctly.
  • Wii – Fixed stall when calling Channel::setPaused.
  • Wii – Fixed no sound every playing out of 4th controller when
    “muteremotespeakerifnosound” is set.

  • FMOD_NONBLOCKING now affects Channel::stop / Event::stop for streaming sounds.

  • Changed sounds that go virtual upon playback, to delay their playback instead
    of cutting off the start of the sound.
  • XBox360 – Worked around XDK bug with Xbox Music Player notification, by
    changing technique and functions used to detect dashboard music.
    Should work now even with the broken XDK.
  • Event API – "3D Distance" parameters are now read-only.
  • PS3 – Now built with Sony SDK181.001
  • .FEV file format updated! FMOD Designer 1.07.20 requires FMOD version 4.06.23,
    4.07.20 or higher.


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

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I’ve the same getPosition problem as in .22 release;
calling getPosition (on a channel playing subsound 1 in a 0-1 sentence loop) with FMOD_TIMEUNIT_SENTENCE_MS timeunit after changing subsound 0 returns a wrong ms time value (ex: if the new subsound 0 is 1min short, getPosition during subsound 1 playback starts from 1min).

Similar problem:

Mac OS X 10.4.10 Intel

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