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I have been trying to figure out how to incorporate the designer API into our game. As our system uses its own file loading system, I tried loading the .fsb files into memory using registerMemoryFSB() and passing FMOD_EVENT_ERROR_ON_DISKACCESS to getEvent(). This seems to work with the sample media files included. However, when I try to use a file that our sound guy created for me as a test, the getEvent call returns FMOD_ERR_MEMORY_CANTPOINT.

I’m not sure why I am getting this or where I should look to find the cause, as the sound seems to work fine in the FMOD event player. My test application does not call update(), but I don’t see how that could be causing this problem. What might be causing this to happen?

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After getting more strange errors such as getEvent returning FMOD_ERR_FORMAT, it appears that registerMemoryFSB is doing the equivalent of FMOD_OPENMEMORY_POINT instead of FMOD_OPENMEMORY, although the documentation does not make this clear. I am freeing the memory block after I pass it into registerMemoryFSB which could explain why I get this result.

Is there a way to load a .fsb into memory using the equivalent of "loadfrommemory" or FMOD_OPENMEMORY? The way our game’s file access works is by passing a pointer to a copy of the file data which needs to be released after reading from it. I also want the sound designer to be able to use compressed sample data for the sound banks if desired, which seems to be what triggered the earlier error.

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If FMOD_OPENMEMORY copies the data so that you can free it, can you simply just keep the data in memory? It wouldnt be any different except you’re storing it instead of fmod storing it internally.

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Yes, I can just keep the data in the program’s memory instead of copying it into FMOD’s memory, that is not a problem. I was just stating that I had not realized that I needed to do that from reading the documentation for registerMemoryFSB, it could be a little more explicit about that.

The first issue however is a problem; if registerMemoryFSB() does not work for sound banks that are not uncompressed PCM, that will limit the sound designer as well as increasing the memory consumption quite a bit, given that the entire FSB is loaded into memory. From a user perspective, this seems like a bug, especially since the error does not get triggered until a getEvent() call later on.

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