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My player base is complaining about crashes only with the Windows Vista operating system. Windows XP is very stable.

I’ve followed the documentation exactly and everything seems to be done properly — but my players continue to get crashes with the fmodex dll when they’re running on Vista.

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What FMOD version are you using? What output mode are you using on Vista?

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Thanks for the response.

The last release had the latest at the time. fmodex.dll version 0.4.24.5.

We’re using FMOD_SOFTWARE for the init flag. Here’s the initialization line:

result = FMODsystem->init(1024, (FMOD_SOFTWARE | FMOD_INIT_3D_RIGHTHANDED), 0);

It seems to happen mid-way through a game for most players.

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[quote:omunants]result = FMODsystem->init(1024, (FMOD_SOFTWARE | FMOD_INIT_3D_RIGHTHANDED), 0); [/quote:omunants]
FMOD_SOFTWARE is not an init flag. Look in fmod.h to see what flags are compatible with System::init.

1024 is way to many channels try 32, FMOD has internal channel management that allows excess channels to go ‘virtual’.
[b:omunants]Edit: this is incorrect, 1024 channels is fine.[/b:omunants]

-Pete

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FMOD_SOFTWARE equates to 0x00000040, which is FMOD_INIT_SOFTWARE_REVERB_LOWMEM. That should still be fine (typo or not)

[quote:brppp1sr]
[b:brppp1sr]How do I set the number of real voices and virtual voices?
To set the number of virtual voices FMOD Ex will use, call System::init with the number of virtual voices specified in the maxchannels parameter.[/b:brppp1sr]

How many virtual voices should I set?
How many sounds are you trying to play at once without losing control of the channel handles?
This figure is up to you, but remember that more channels = more CPU and memory usage.

If you have 32 real hardware or software channels available to you and don’t want to play more than this at once, then you might only need 32 virtual voices. This will mean a 1 to 1 relationship between real voices and virtual voices and sounds will never become emulated and be swapped out. Instead if you play more than the specified amount of channels, it will ‘kick out’ other lower priority channels.

[b:brppp1sr]If you have 32 real hardware or software channels available and you want to be able to safely play 100 at once, or 1000 at once, then set it to 100 or 1000 at once.[/b:brppp1sr] Figures around the 1000 mark playing at once might start to show non negligible amounts of CPU and memory usage so be wary of this. Use System::getCPUUsage and FMOD::Memory_GetStats to determine this.
[/quote:brppp1sr]

FMOD_RESULT F_API init (int maxchannels, FMOD_INITFLAGS flags, void *extradriverdata);

That seemed to indicate a value from 100 to 1000 for the maximum number of channels was fine. Note that when the sounds are created, they’re set to FMOD_SOFTWARE (which I think is where my typo above came from).

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[quote:3k504qpl]FMOD_SOFTWARE equates to 0x00000040, which is FMOD_INIT_SOFTWARE_REVERB_LOWMEM. That should still be fine[/quote:3k504qpl]
You are correct, I had checked that too before I posted. The point I was making is the code was incorrect. If it’s just a typo then it doesn’t matter.

[quote:3k504qpl]That seemed to indicate a value from 100 to 1000 for the maximum number of channels was fine.[/quote:3k504qpl]
You’re completely right, my apologies. I have edited my above post to reflect this.

I searched through our specific vista/wasapi specific fixes since that version and I cant find anything that would be causing crashes. There have been many titles which have shipped using FMOD on vista and there are no known problems.

Do you have any idea how to reproduce the crash?
Is it possible to use the logging version of FMOD and send us a log so we can see what might be happening leading up to the crash?
Possible causes of crashes in FMOD are: releasing FMOD objects inside callbacks, running out of memory. Do you think either of these are a possibility in your system?

-Pete

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[quote="peter":ovfow5fy]I searched through our specific vista/wasapi specific fixes since that version and I cant find anything that would be causing crashes. There have been many titles which have shipped using FMOD on vista and there are no known problems.

Do you have any idea how to reproduce the crash?
Is it possible to use the logging version of FMOD and send us a log so we can see what might be happening leading up to the crash?
Possible causes of crashes in FMOD are: releasing FMOD objects inside callbacks, running out of memory. Do you think either of these are a possibility in your system?

-Pete[/quote:ovfow5fy]

At this stage, it appears that the crashes tend to happen when FMODEx initially loads and also about 10 – 15 minutes after the API is loaded.

The problem I’ve been having is when I run on my Vista Laptop, I haven’t been able to reproduce it that well. I’ve only experienced one crash on Vista when the game initially loads the FMODEx API.

But, all of the bug reports we’ve been getting about this are only with Vista.

I’ll definitely try setting up the logging version to see what’s going on.

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