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I add some FMOD DSP effect in some instance in FMOD designer , for example FMOD chorus , but in the game , when I play this instance many times , some pop noise appears and finally the istance play the wrong samples !! and when I delete the FMOD chorus effect ,every thing goes well!

but in event player everythings seems OK …

So what’s my problem ?

this game is in WINDOWS XP and in FMOD I set the parameter to FORCE SOFTWARE and compress is MP2

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Hi aduan,

I haven’t been able to reproduce the behaviour you described. What FMOD API version are you using? Make sure you are checking the FMOD_RESULT being returned from all the FMOD function calls, not checking the result can often lead to unexpected behaviour. A good way to track down a problem like this is to try reproduce the problem by modifying one of the designer api examples.

-Pete

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HI Pete

Thanks for your answer !

We check the program carefully , and we find that when we paly those instance with FMOD desp (FMOD Distortion for example ) ,the active instances keep increasing , Is that normal ? (the intance is one shot sound , not loop)
Do we need call the function to close that?

our audio play source code is :
m_pPoject->getEvent(m_szEvent,FMOD_EVENT_DEFAULT,&pEvent);
pEvent->start()

IF only by this code ,we found the active instacne keep increasing.

So we add the following code in game loop:

if(FMOD_OK != pEvent->getState(&uState))
{
erase
}
else
{
if (now_time > (pEvent)::Stop_time)
{
pEvent->stop
}
}

Is that OK ? Our FMOD and API version is 4.2506

Looking forwards to your answer again !

Thanks !

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[quote:p69ro0b7]We check the program carefully , and we find that when we paly those instance with FMOD desp (FMOD Distortion for example ) ,the active instances keep increasing , Is that normal ? (the intance is one shot sound , not loop)
Do we need call the function to close that? [/quote:p69ro0b7]
One shot events can hang around if the sound instance [i:p69ro0b7]Loop mode[/i:p69ro0b7] property isn’t set to "Oneshot". The default value for this property is "Loop and cutoff" which will cause the event to hang around. To make a one-shot event you can play and forget about you must make sure that Loop mode is set to "Oneshot".

What are the [i:p69ro0b7]Max playbacks[/i:p69ro0b7] and [i:p69ro0b7]Max playbacks behaviour[/i:p69ro0b7] properties for this event?

[quote:p69ro0b7]our audio play source code is :
m_pPoject->getEvent(m_szEvent,FMOD_EVENT_DEFAULT,&pEvent);
pEvent->start() [/quote:p69ro0b7]
You should [b:p69ro0b7]always[/b:p69ro0b7] check the FMOD_RESULT being returned:
[code:p69ro0b7]ERRCHECK(result = m_pPoject->getEvent(m_szEvent,FMOD_EVENT_DEFAULT,&pEvent));
ERRCHECK(result = pEvent->start());[/code:p69ro0b7]

[quote:p69ro0b7]f(FMOD_OK != pEvent->getState(&uState))
{
erase
}
else
{
if (now_time > (pEvent)::Stop_time)
{
pEvent->stop
}
} [/quote:p69ro0b7]
You shouldn’t need to do all that.

-Pete

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hi pete

Thanks for your answer . We will check our program .

Thanks!

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HI PETE

We set the Max playbacks 100 , is it too terrible ? 😮

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[quote:3ci4l1a2]We set the Max playbacks 100 , is it too terrible ?[/quote:3ci4l1a2]
Short answer: yes.

[i:3ci4l1a2]Max playbacks[/i:3ci4l1a2] is the number of instances of this event which can play [b:3ci4l1a2]at the same time[/b:3ci4l1a2]. Normally something like 3 would be enough, if it is a long event and it is used frequently maybe something more like 10, I cannot imagine any event would need 100 max playbacks.

-Pete

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