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Hey guys,

I’ve got a problem with my application in that for a while it runs completely fine, then after a period of time the audio clips only play for a very short period of time.

I can step through the code telling FMOD to play a sound, which it does but only for a split second.

Does anybody know what would cause this? Or have any suggestions that I could try?

I’ve tried increasing the number of channels during initialisation but it doesn’t seem to have any effect. When the audio does stop on it’s own there’s often nothing else playing, which suggests the channel isn’t being stolen.

Many thanks if you have any suggestions.

8)

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Do you call System::update() at the bottom of your (game) control loop?

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Yeah update is being called. And most of the time it works fine, it seems to struggle during/after a lot of sounds have been played.

Giving some of the more important sounds a high priority means they don’t cut out, which helps, but the others are still cutting out. Which makes me think their channel is being stolen possibly? Maybe I’m underestimating the number of sounds which are being played at once.

What’s a sensible figure for the number of channels during initialisation when the game will be requiring a lot of SFX being played at once?

Cheers.

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[quote="Why":1my0qfld]Yeah update is being called. And most of the time it works fine, it seems to struggle during/after a lot of sounds have been played.

Giving some of the more important sounds a high priority means they don’t cut out, which helps, but the others are still cutting out. Which makes me think their channel is being stolen possibly? Maybe I’m underestimating the number of sounds which are being played at once.

What’s a sensible figure for the number of channels during initialisation when the game will be requiring a lot of SFX being played at once?

Cheers.[/quote:1my0qfld]

I initialise with 150 channels usually

It’s about the maximum number of sound instances I was able to play on my sound card (PC implementation so my guess is it varies form PC to PC)

I’m talking about many instances (channels) playing 7 wav files

The system, in my case became unstable at that point…

Iinitialize the system so unheard channels become virtual may help.

Being a 3d game sound setup, in the end I resolved this by cutting off (stop the channel) looped sounds the listener’s distance was too far to hear (Not difficult when you initilise the 3d system to use linear fading). And not start short sound effects (unlooped) if the distance was too far too.

Now System::getChannelsPlaying(); reports like 40 channels at most and the game is quite happy.

http://host-a.net/icuurd12b42/GMFMODSimpleDemo.zip

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