0
0

4.17 DEVELOPMENT BRANCH HAS NOW BECOME 4.18 STABLE BRANCH. SEE REVISION.TXT FOR CHANGES SINCE 4.16

[code:1mssizp1]

25/08/08 4.18.00 – Initial Stable release

  • Event API – Added FMOD_MUSIC_CALLBACKTYPE_BEAT
  • Event API – Add preLoadFSB/unLoadFSB.
    This replaces registerMemoryFSB/unregisterMemoryFSB. Instead of passing
    just a memory block, you now pass an FMOD::Sound pointer. This still allows
    you to use preloaded memory blocks, you just have to first create a sound
    with FMOD_OPENMEMORY_POINT. New functionality – preload FSBs from disk,
    and preload FSBs into secondary ram such as SPU2 memory on Playstation 2.
  • Add priority parameter to System::createCodec and System::loadPlugin

  • PS2 – Enable FMOD_SOUND_FORMAT_VAG support for user created sounds.

  • PS2 – Significant speed improvement streaming vag FSB files.

  • Fix rare stream hang when stopping and starting same stream.

  • Reverb – fix crash when freeing events or channelgroups that had reverb
    pointing to it.
  • Fix Sound::getMusicNumChannels returning incorrect count for MIDI.
  • Fix Sound::getOpenState not returning FMOD_OPENSTATE_SEEKING after calling
    Channel::setPosition on a non blocking stream.

  • PS2 – Re-Fix ‘semaphore count overflow’ hang.

  • PS3 – RSX delay now happens when using RSX allocation callbacks or
    FMOD_OPENMEMORY_POINT to RSX memory, not just when an RSX pool is
    passed in through extradriverdata.
  • PS2 – Fix small memory leak on System::release.
  • Wii – Fix silence or corrupt sound in software pitch shift effect when
    FMOD_DSP_PITCHSHIFT_FFTSIZE is set to a value greater than 1024.

  • Event API – Remove registerMemoryFSB/unregisterMemoryFSB.

  • Event API – Fix crash in EventParameter::setValue.
  • Event api – fix Event::setPaused not pausing time parameters.
  • Event API – Fix Event::getNumProperties giving bad value for simple events
  • Event API – Fix FMOD_EVENT_ERROR_ON_DISKACCESS not failing properly when
    loading samples with FMOD_EVENT_NONBLOCKING
  • Event API – Fix events not loading with FMOD_EVENT_NONBLOCKING
    after an FMOD_ERR_FILE_UNWANTED is encountered
  • Event API – Fix music system blocking when releasing streams

  • Change Plugin API to use handles instead of indicies and priority has been added.
    The following functions have had parameter changes or name changes.
    System::loadPlugin (now takes handle not index, also has priority parameter)
    System::unloadPlugin (now takes handle not index)
    System::getPluginHandle (new, use old index to get new handle)
    System::getPluginInfo (now takes handle not index, returns plugin type)
    System::setOutputByPlugin (now takes handle not index)
    System::getOutputByPlugin (now takes handle not index)
    System::createDSPByPlugin (used to be System::createDSPByIndex)
    System::createCodec (now has extra ‘priority’ parameter)
    [/code:1mssizp1]

This thread is for discussion / bugreports for the current release.
Download the current release from the front page at http://www.fmod.org

  • You must to post comments
0
0

[quote="Frohagen":1v85pjo0]Is there a scheduled fix for this issue? That is the crash that appear with the log-libs. We are planning to do an update but would really like to see this fixed before we do so since being able to run the log-libs without crashes quite valuable for us.[/quote:1v85pjo0]

Okay, I was tired of waiting for FMOD to comment, so I spent this morning looking at it. It turns out that the problem is:

You can build fmodxbox360.lib under Release With Logging and all is fine.

You can build fmod_event.lib and fmod_event_net.lib under Release With Logging and all appears fine, however the actual Release With Logging build does [b:1v85pjo0]not[/b:1v85pjo0] define FMOD_DEBUG.

The FMOD_DEBUG define also turns on FMOD_SUPPORT_MEMORYTRACKER, which adds a memory tracking data field to a lot of data structures and therefore causes some misalignment issues between the fmod_event.lib and fmod_event_net.lib with the fmodxbox360.lib

The fix I put in was to add FMOD_DEBUG to the Release With Logging builds for fmod_event.lib and fmod_event_net.lib and then add fmod_debug.cpp and fmod_memorytracker.cpp to those two libs to get working Release With Logging builds.

An alternative fix might be to remove

[code:1v85pjo0]#ifdef FMOD_DEBUG
#define FMOD_SUPPORT_MEMORYTRACKER /* Support memory tracking in debug/logging builds */

endif[/code:1v85pjo0]

from fmod_settings.h and build it like that, but I haven’t confirmed that myself.

  • You must to post comments
0
0

[quote="Dogbert":2wwbcu5p]Can you clarify this item?
[code:2wwbcu5p]- PS3 – RSX delay now happens when using RSX allocation callbacks or FMOD_OPENMEMORY_POINT to RSX memory, not just when an RSX pool is passed in through extradriverdata. [/code:2wwbcu5p]
What do you mean by "RSX delay"?[/quote:2wwbcu5p]

We had to insert a slowdown into the rsx dma to stop libaudio from hanging , this was mentioned in previous releases.
It means rsx performance has dropped about 10-20%, but rsx access should not be assumed to be fast.

  • You must to post comments
0
0

Using the 4.18.00 source code, I’ve built Debug, Release, and ReleaseWithLogging versions of all the .lib files for Xbox360. When I link our executable with the Debug and Release libs, everything works fine. When I link our executable with the ReleaseWithLogging version, it dies in FMOD::SoundBank::loadSamples.

Am I doing something wrong?

  • You must to post comments
0
0

Apologies for the delay replying about the releasewithlogging thing but if you want fast response time you should really be writing to support@fmod.org.
Thanks calvinlin for the investigation we’ll look into it

  • You must to post comments
0
0

Another question, why is it that there is only a downloadable FMOD Designer to go with the development branch? The downloadable one right now says:

  • .FEV file format updated! Features in this release require FMOD version
    4.19.00 or later.

so it seems weird that you wouldn’t have a version of Designer on the download page to go with the stable branch.

  • You must to post comments
0
0

Hi, it looks like that is correct, FMOD_DEBUG is missing from the event system preprocessor defines for xbox360, we’ll add these in for the next release

  • You must to post comments
0
0

that text is wrong 4.18 does work with new designer files.

  • You must to post comments
0
0

[quote="calvinlin":2lo8z51p]Using the 4.18.00 source code, I’ve built Debug, Release, and ReleaseWithLogging versions of all the .lib files for Xbox360. When I link our executable with the Debug and Release libs, everything works fine. When I link our executable with the ReleaseWithLogging version, it dies in FMOD::SoundBank::loadSamples.

Am I doing something wrong?[/quote:2lo8z51p]

Be patient with the logging version. On my laptop, it takes 30 minutes to boot and log the events with older versions of FMOD. From what I gather, it’s always been like this. The first time I used logging, I thought my app deadlocked.

  • You must to post comments
0
0

change how much it displays , or when it displays with Debug_SetLevel. You don’t need to wait that long.

  • You must to post comments
0
0

Oh, it’s not a performance issue with the logging one. We get an outright crash on the Xbox360 with a memory access error while loading the first .fev in the game. It’s very strange to me because the release and debug version load the asset just fine.

  • You must to post comments
0
0

[quote="calvinlin":17hqaqu6]Using the 4.18.00 source code, I’ve built Debug, Release, and ReleaseWithLogging versions of all the .lib files for Xbox360. When I link our executable with the Debug and Release libs, everything works fine. When I link our executable with the ReleaseWithLogging version, it dies in FMOD::SoundBank::loadSamples.

Am I doing something wrong?[/quote:17hqaqu6]

Anybody at FMOD have any comments on this? I’m curious if this is something you guys can reproduce on your end.

  • You must to post comments
0
0

Is there a scheduled fix for this issue? That is the crash that appear with the log-libs. We are planning to do an update but would really like to see this fixed before we do so since being able to run the log-libs without crashes quite valuable for us.

  • You must to post comments
0
0

Can you clarify this item?
[code:qeoh10ux]- PS3 – RSX delay now happens when using RSX allocation callbacks or FMOD_OPENMEMORY_POINT to RSX memory, not just when an RSX pool is passed in through extradriverdata. [/code:qeoh10ux]
What do you mean by "RSX delay"?

  • You must to post comments
Showing 13 results
Your Answer

Please first to submit.