I’ve been having an issue lately involving multichannel WAVs/sound definitions playing properly on the xbox 360. I’m using an 8-channel WAV file (4xStereo) to stream separate tracks in a song (drums, guitar, etc.). I then dynamically control the level of these channels.
On PS3, everything works great and I havent encountered any issues. On Xbox 360 however, we’ve encountered the following:
[quote:2ukp3d66]..\src\fmod_codec.cpp(62) : [THREADID -117440512] [ 1780242 ms delta = 1] Codec::release : done
..\src\fmod_output_polled.cpp(100) : [THREADID -117440472] [ 1780242 ms delta = 1] OutputPolled::updateThread : PCM 0 fillblock 3
..\src\fmod_systemi.cpp(2499) : [THREADID -117440512] [ 1780242 ms delta = 0] System::createSoundInternal : Fatal error (79) scanning the codecs. (ie not FMOD_ERR_FORMAT or FMOD_ERR_FILE_EOF)
..\src\fmod_file.cpp(663) : [THREADID -117440512] [ 1780242 ms delta = 0] File::close : handle 4F7940A0
..\src\fmod_file.cpp(720) : [THREADID -117440512] [ 1780242 ms delta = 0] File::close : handle 4F7940A0 done
..\src\fmod_systemi.cpp(2504) : [THREADID -117440512] [ 1780242 ms delta = 0] MemPool::free : 416 bytes (4F7940A0)
..\src\fmod_soundbank.cpp(142) : [THREADID -117440512] [ 1780242 ms delta = 0] MemPool::free : 28 bytes (4F7A6810)
..\src\fmod_soundbank.cpp(1564) : [THREADID -117440512] [ 1780242 ms delta = 0] SoundBank::createStreamInstance : createSound failed 79
FMOD result 79: The sound created exceeds the allowable input channel count. This can be increased using the maxinputchannels parameter in System::setSoftwareFormat.[/quote:2ukp3d66]
The following are our wave bank settings in designer:
http://picasaweb.google.com/lh/photo/Rz … directlink
We’ve tried the following troubleshotting steps:
- Increase input channels up to 128 on programming API side
- Changing compression formats to Mp3 and ADPCM (originally XMA)
- Lowering channels to 6 total (3xStereo)
None of these have helped solve the issue. Oddly enough, I even tried playing a stereo event/sound defintion from the same sound bank and that didn’t play either with the same multichannel error.
Any help solving this would be greatly appreciated! I bet I’m missing something obvious since I’ve been using FMOD for a few months >_<
- pixelplated asked 8 years ago
Hi, I am the programmer working on this topic, and I was able to get to work using everyone’s help (thanks mightily all). However, I am going to post some more details about the exact solution, in case someone ends up reading this 3 years from now.
1 — You can change the number of input channels not the number of output channels (I tried both).
2 — The calls to get/setSoftwareFormat must be AFTER the call to Create the system but BEFORE the calls to Init it.
3 — FMOD doesn’t log any trace messages on this, even with logging dialed up to "insanely high." The way to see what happened is to look at the FMOD_RESULT returned from the calls (yeah I know FMOD 101, but worth mentioning).
Thanks to all who posted!
- ahelmbock answered 8 years ago
We actually just ran into this same issue. The problem is that the max channels in a wav is limited by the max number of software channels in the output mix. On the PS3 that’s 8 and on the 360 it’s 6. You can change that on the 360 using setSoftwareFormat (if memory serves).
Thanks for the response audiodev. I believe our programmer has tried bumping up the channels for xbox using that function (he even went as high as 128) and that didn’t have any effect. Here’s how we are initializing sound on 360:
[quote:1ve9scwa]FMOD::System * mpSystem;
FMOD_ASSERT(mpEventSystem->init(64, FMOD_INIT_NORMAL, 0, FMOD_EVENT_INIT_NORMAL));
Keep in mind I’m not a programmer so I don’t know what any of that means! But I can relay any info to him that might help solve the issue.
Tell you programer to look at setSoftwareFormat, either numInputChannels or numOutputChannels (I forget which). He needs to call it after the code you pasted below.
I think there’s another bug in FMOD Designer where (depending on which version you have) you need to put > stereo files in their own bank. If you put them in with regular stereo/mono files, you’ll have playback problems
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