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Hi,

Using the FMOD (4.25.09) music system and having some playback issues with occasional drop outs, re-triggering.
Should the "Max Streams" setting on the wave bank of music have any effect on our playback of the music? I can have it set at 0, 2, 4, -4 (?) and it doesn’t seem to make any difference..

Any ideas?

Cheers,

Matt

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No, currently the music system does not obey the wave bank’s "Max streams" setting; it just creates as many streams as it needs (usually not more than 2 streams per playing theme).

What playback issues are you having exactly?

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Can a Xbox 360, PS3 and Wii handle streaming 2 streams at once off of a disc? Can they handle more?

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Hi,

Yes, they can definetely handle streaming 2 streams at once. They can handle much more, we can’t give a number. It is all dependent on the situation in your game. ie what else is hitting the disk etc.

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The playback issues are:

We have a looping segment, which we start playing in-game.
However randomly it will re-trigger from the start of the segment before reaching the end and looping correctly.
Play back on PC through the audition is 100% fine..

Any help is much appreciated,

Cheers,

Matt

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[quote="Matt_19761":3w00m4pc]We have a looping segment, which we start playing in-game.
However randomly it will re-trigger from the start of the segment before reaching the end and looping correctly.
Play back on PC through the audition is 100% fine..[/quote:3w00m4pc]
Apologies for the delay on this. What platform are you experiencing issues on? Do you see the same issues if you test the project in FMOD Music Player? Can you send the relevant .FDP and .WAV files to support@fmod.org so we can have a look?

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This is on xbox360, and I don’t get the same problems with the FMOD music player.
The music profile is pretty big, but I can send you one cue that has re-triggered and the relevant wav and the FDP if that help.

Cheers,

Matt

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[quote="Matt_19761":3uzvwy9t]This is on xbox360, and I don’t get the same problems with the FMOD music player.[/quote:3uzvwy9t]
This suggests that the problem could be caused by the way your game is triggering the music. Could you describe how your game triggers the music? Code snippets or a small test program that reproduces the problem would be the most help.

[quote="Matt_19761":3uzvwy9t]The music profile is pretty big, but I can send you one cue that has re-triggered and the relevant wav and the FDP if that help.[/quote:3uzvwy9t]
Please do! That would help a lot.

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Hi Ben,

The system we have for triggering the music is very simple. We have an active sound object that we use to encapsulate the fmod event or music cue we are currently playing. With events, we find a free slot from our active sound slots container and wait until an event_finished callback until we free it. However, with music cues, since there is no notification from when a cue (apart from a segment) is actually finished we just reuse the same slot over and over again so the relevant code whenever a cue wants to play is the following (I’ve ommitted the err checking for brevity):

[code:786v6zut]
if (fmodMusicSystem)
{
fmodError = fmodMusicSystem->prepareCue(musicCueID, &fmodMusicPrompt);

if ((fmodError == FMOD_OK) && fmodMusicPrompt)
{
    // We're getting the first slot of the active sound container as it is reserved for music
   activeSound = activeSoundContainer->GetObjectAtIndex(0);  

  // If we had a music prompt in this slot before make sure we release it 
  if (activeSound->GetFmodMusicPrompt())
  {
      fmodError = activeSound->GetFmodMusicPrompt()->end();
      fmodError = activeSound->GetFmodMusicPrompt()->release();
  }

   // Set the new music prompt
  activeSound->SetFmodMusicPrompt(fmodMusicPrompt);

 activeSound->SetState(EACTIVESOUNDSTATE_INITIALISING);

}
}
[/code:786v6zut]

The activeSound object then has an update which in case of music it just checks if it’s on the initialising state and calls begin() on the music prompt, otherwise does nothing.
I’ve also noticed that calling end() and release() before assigning the next music cue seems to have no effect as the existing cue does appear to be released anyway whenever it fully transitions to the new cue. Could this be causing problems?

Hope this helps,
Pedro

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