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Hi Folks,

I am using the sample car sounds in-game. It sounds fine with a single car, but when I add other "network" cars the player’s car stutters when changing the rev change quickly.

I have a feeling that the unused sounds at the "other end" of the rev range are being stopped and there is a small gap while it restarts.

Here is a video of it working correctly (only 1 car on track)

http://www.youtube.com/watch?v=cb7xy3YJ9kc

Here is a video of it stuttering (11 cars on track)

http://www.youtube.com/watch?v=AXpB90G358U

Is there any way to make sure that the player car plays correctly? Any tips would be appreciated.

Thanks for your help
All the best,
Ash

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[quote="peter":1jhmyv4y]If you are able to reproduce the issue in EventPlayer that would suggest that the issue is in FMOD, please email the FEV and FSB(s) to support@fmod.org and we will take a look.[/quote:1jhmyv4y]

Thanks Peter,

I’ve sent them over.

All the best,
Ash

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Hi All,

Sorry to bump, but i’m still having trouble with this. I’ve tried making the in-car sound 2d and use a different project. I also reduced the player car priority down to 0.

I think it’s a case of the higher rev sounds being turned off when we are at low revs and then it takes a little while to turn them on again. Is there any way to stop the "turning off" behaviour?

Thanks for your help
All the best,
Ash

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It’s hard to say for sure, but one possibility is that you are CPU bound. If adding extra cars starts to impact the framerate or peg your CPU, you might not be updating FMOD enough or FMOD’s mixer thread may getting starved out.

Alternatively, you may be running out of event instances or, more likely, real channels. If the other cars are stealing channels or event instances, even for a second, you might hear something like those clicks and pops.

Lastly, it’s possible that you have some sort of sound card issue where the hardware introduces clicks/pops if you play too many sounds at once. That said, I’d only expect that for hardware sounds, which you may or may not be using.

Anyway, in my experience this sort of issue is usually in the game, not in FMOD.

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Hi Audiodev,

Thanks for the reply.

I’m sure it’s probably my fault, but I’m just having trouble tracking it down :)

I’m pretty sure i’m not too CPU bound as it runs at ~40% CPU and I had previously had a fmod ex (non-designer) system up and running without any problems.

In my old system I usually used FMOD_SOFTWARE when creating a sound with System::createSound. With the designer API I didn’t find a place where I could supply the FMOD_SOFTWARE flag.

Is there somewhere that i’m missing?

Thanks for your help!

All the best,
Ash

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FMOD Designer uses FMOD_SOFTWARE for all sounds on PC. To make sure you can go to the ‘Banks’ tab and make sure the waveforms have ‘Force Software’ set to Yes.

Something you can do to isloate your problem is to try to reproduce it in FMOD EventPlayer. Try make 11 instances of your event and see if the same behaviour occurs.

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With FMOD Designer it’s an option in Bank tab of the tool.

On the CPU front, is the entire CPU at 40% or just FMOD? If the entire game (including worker threads) only takes 40% then you should be ok CPU wise, but if your game is running signficantly below 30fps then you might hear gaps and stuff caused by a low update rate.

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[quote="audiodev":awqxghhe]With FMOD Designer it’s an option in Bank tab of the tool.

On the CPU front, is the entire CPU at 40% or just FMOD? If the entire game (including worker threads) only takes 40% then you should be ok CPU wise, but if your game is running signficantly below 30fps then you might hear gaps and stuff caused by a low update rate.[/quote:awqxghhe]

Hi Audiodev,

It’s 40% for the whole game, That was with vsync on (60fps), with it off i’m getting ~200fps. fmod is a very small percentage of that.

Peter,

I looked in the Banks tab, but the ForceSoftware option is greyed out, but it does say SW 3D in the used column.

All the best,
Ash

PS. Sorry for the late reply, but I was off yesterday with my wife for her first scan. I’m going to be a Dad :)

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Congratulations on the coming baby!

[quote:2cw7nxn5]I looked in the Banks tab, but the ForceSoftware option is greyed out, but it does say SW 3D in the used column. [/quote:2cw7nxn5]
Yeah that should be fine then.

Have you had a chance to try loading your project in EventPlayer or FMOD Sandbox? That should help us isolate whether the problem is in the media or in the code.

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Thanks! :)

I’ve been playing with it for a couple of hours and I don’t seem to have got anywhere.

I tried the EventPlayer and it seems to start stuttering around 25 channels (when other sounds start turning blue) if I change the revs of the car quickly.

I tried increasing the update rate from 33Hz to 100Hz, didn’t seem to make any difference.

I tried using FMOD_INIT_WASAPI_EXCLUSIVE and FMOD_INIT_VOL0_BECOMES_VIRTUAL. No difference.

Not sure how to fix it now, other than going back to the old method of using the FModEx API directly. Would be great if I could have the benefit of the FMOD designer though.

Is there anything else I could try?

All the best,
Ash

P.S. I’m using a realtek ALC883

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If you are able to reproduce the issue in EventPlayer that would suggest that the issue is in FMOD, please email the FEV and FSB(s) to support@fmod.org and we will take a look.

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