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[code:3mgd80ow]

2/05/08 4.15.03 – Development release update

  • Added FMOD_MEMORY_SECONDARY FMOD_MEMORY_TYPE flag to indicate that memory
    should be allocated in secondary memory of the system (for example RSX on the
    PS3).
  • Added new argument, ‘memtypeflags’ to FMOD::Memory_Initialize function to
    specify which FMOD_MEMORY_TYPE flags will come through the memory callbacks.

  • FSBank – Added -e [encryptionkey] to commandline.

  • FSBank – Added joint stereo encoding to multichannel mp2/mp3 files.
    Multichannel sounds now 40% to 50% smaller!
  • FSBank – Added loop declicking support to IMA ADPCM encoding.

  • Fixed stream going mute if user set loop points that were behind the current
    stream playposition.

  • Fixed crash when attempting to play a parent stream when no subsound sentence
    has been specified.
  • Fixed potential crash when using setSubSoundSentence to change the sentence of
    a playing sound stream.
  • Fixed potential exception when calling release on multiple subsounds removed
    from one FSB.

  • Xbox 360 – Fixed hang when calling Sound::setSubSoundSentence on certain sized
    XMA subsounds.

  • Win – Fixed WMA stream seeking to near the end of the file causing a hang.
  • Win – Fixed memory leak when loading WMA files.

  • Event API – PSP – Fixed parameters with velocity not working properly.

  • FSBank – Fixed ps2 reverb cores not being remembered on close.

  • FSBank – Fixed C headers being generated even though c headers was turned off.

  • FMOD_MEMORY_PERSISTENT will no longer come through the memory callbacks unless
    it is explicitly specified in ‘memtypeflags’ of FMOD::Memory_Initialize.
    FMOD_MEMORY_XBOX360_PHYSICAL will continue to come through regardless of setting.

  • PS3 – RSX memory pool specified in FMOD_PS3_EXTRADRIVERDATA will be ignored if
    FMOD_MEMORY_SECONDARY is specified in ‘memtypeflags’ of
    FMOD::Memory_Initialize.

[/code:3mgd80ow]

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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[quote="brett":3bs5mmi4][code:3bs5mmi4]

2/05/08 4.15.03 – Development release update

  • Added FMOD_MEMORY_SECONDARY FMOD_MEMORY_TYPE flag to indicate that memory
    should be allocated in secondary memory of the system (for example RSX on the
    PS3).
  • Added new argument, ‘memtypeflags’ to FMOD::Memory_Initialize function to
    specify which FMOD_MEMORY_TYPE flags will come through the memory callbacks.
  • FMOD_MEMORY_PERSISTENT will no longer come through the memory callbacks unless
    it is explicitly specified in ‘memtypeflags’ of FMOD::Memory_Initialize.
    FMOD_MEMORY_XBOX360_PHYSICAL will continue to come through regardless of setting.
  • PS3 – RSX memory pool specified in FMOD_PS3_EXTRADRIVERDATA will be ignored if
    FMOD_MEMORY_SECONDARY is specified in ‘memtypeflags’ of
    FMOD::Memory_Initialize.

[/code:3bs5mmi4][/quote:3bs5mmi4]

Woohoo, thanks!

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So, I’m trying to compress some multichannel files, and I’m getting:

A ‘Load intro memory’ wavebank cannot contain multi-channel sounds!

What settings do I need to to get multi-channel compressed sounds working?

I wish to store the sounds compressed inside memory and play from compressed data.

Streaming is not an option for us.

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Compressed sounds only work for mono or stereo.
To use multichannel audio you have to use streaming or pcm.

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