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Hi. We’re debugging a game that uses fmod event system. Our problem is that our game happens to lose some significant sound/music (mainly music) after a while. We tested this on a WinXP and Vista Machine. Vista didn’t had any problems while WinXP does. If we turn off sound hardware acceleration on dxdiag, WinXP survives much as like Vista (we know vista has hardware acceleration off). So what part of hardware acceleration makes fmod not work right?

How do we fix this such that we won’t encounter problems when the user has full sound hardware acceleration (which should be on)??

Also, on the faulty setup, we’ve tried just increasing the maxchannels parameter and the problem just gets happens a little bit later but not eliminating it :-( Any thoughts?

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I would recommend using FMOD_SOFTWARE for all your sounds. This will make FMOD behave exactly the same as on Vista. This is the preferred method of playback and hardware support will be removed in a future version because of hardware issues like this.

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[quote="mathew":293n3dk9]I would recommend using FMOD_SOFTWARE for all your sounds. This will make FMOD behave exactly the same as on Vista. This is the preferred method of playback and hardware support will be removed in a future version because of hardware issues like this.[/quote:293n3dk9]

So, where do we set this? We’re using Events and not the createStream etc helpers where FMODE_MODE parameters are expected?

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Ok. So we set Force Software on the designer for it and its ok now.

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