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I’ve been meaning to implement some sort of dynamic music into our application and have been trying out different methods in Designer. However I also need to keep down the file size of the wave banks as the application we’re working on has a restricted total size to fit in, so using uncompressed wav just isn’t an option.

One of the methods I tried was using the new interactive music system. What happens here is that the stitching between segments isn’t in sync, most often it cuts off ½ second from the files before loops and segment switches. It does this almost every time. The problem does only occur when I compress the bank with mp2/mp3.

The other method I was trying was using a 4-channel wav and mixing the different channels to create some interaction in the music. Again, with PCM I get it to work the way want it to, but using mp3 to compress the wave bank in which the 4-channel wavs are in leads to a crash in the application or in the Eventplayer when auditioning the event.

So I’ve experimented back and forth with different compressions and layouts but I just can’t get it to work sufficiently well. Is there something I’m missing? Or is there a workaround for this?

Thanks
-Mårten

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Hi,

[quote="marten_b":1ezfmn66]One of the methods I tried was using the new interactive music system. What happens here is that the stitching between segments isn’t in sync, most often it cuts off ½ second from the files before loops and segment switches. It does this almost every time. The problem does only occur when I compress the bank with mp2/mp3.[/quote:1ezfmn66]

I haven’t been able to reproduce your problem on this end. It could be related to your specific audio assets; could you send a small project (with audio assets) that demonstrates the problem to support@fmod.org so we can have a look?

The other possibility is that you are not setting the correct tempo in your segments. The music system rounds the segment length to the nearest beat, so if you have the incorrect tempo set, it can cut off some of the audio. The fact that it only occurs when you compress the bank with mp2/mp3 makes this seem quite unlikely, but it could be worth checking out.

[quote="marten_b":1ezfmn66]The other method I was trying was using a 4-channel wav and mixing the different channels to create some interaction in the music. Again, with PCM I get it to work the way want it to, but using mp3 to compress the wave bank in which the 4-channel wavs are in leads to a crash in the application or in the Eventplayer when auditioning the event. [/quote:1ezfmn66]

I can’t reproduce this problem either; once again, can you send a small project which exhibits the problem to support@fmod.org so we can try to reproduce it?

Also, what versions of FMOD and FMOD Designer are you using?

Thanks,
Ben

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My experience is similar.

I will not achive seamless switching with the mp3 file (I won’t say a half a second lag, but enough to be noticable) but the mp2 works just fine, totally seamless.

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Correct me if I’m wrong, but making loopable music in mp3 format is nearly impossible.

It has to do with mp3 compression frames which create some silence at the beginning and the end of the file.

More details here:
[url:vboc3o5e]http://www.compuphase.com/mp3/mp3loops.htm[/url:vboc3o5e]

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FMod can do it.

More details here: http://52.88.2.202/forum/viewtopic.php … p3+gapless

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After a lot of experimenting I’ve found that putting the sound files that are used in the interactive music system in a separate wavbank from any of the other files in the project makes it work. This wavebank does not use the optimize sample rate option.

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i had a problem similar to this where having an mp3 bank that contained files of different channel counts would lead to all kinds of wackiness. (we had some files that were stereo, others that used 8 channels which were then dynamically channel-mixed as you are trying)..

i thought it was fixed in one of the later fmod releases though, maybe the versions from february?

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