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Hello,

We’re developing a game for the Wii using FMOD 3.75. We were trying to figure out why our game was experiencing a periodic hitch and through profiling discovered that the problem was in FSOUND_Update. At the time FMOD was initialized to do streaming updates in the main thread through the FSOUND_Update function.

When I switched FMOD’s initialization over to the threaded setup for streaming the hitching went away but we get a not 100% seemingly timing related hang. The game doesn’t crash it just sits there doing nothing. When I break into the program this is the call stack:

OSExistThread
FSOUND_AsyncThreadCallback
FSOUND_Stream_OpenInternal

(and sometimes but not always)

FSOUND_Stream_SamplesToBytes

I’ve tried switching stream opening from NonBlocking to Blocking but the problem can still occur, it’s just on the main threads stack always sitting in FSOUND_Stream_OpenInternal.

I’ve tried lots and lots of things but nothing seems to work. Any ideas what can cause this and what it has to do with threaded vs non-threaded stream updating?

Note: The file trying to be streamed is a .fsb with a single GCADPCM file in it.

Thanks.

Jesse

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