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I am using the FMOD event and music APIs to add a soundtrack to an open source pinball game, as a demo. It works perfectly … the first time. But when I pause the game, and then start it up again, it crashes/hangs when the bass line comes in (which is cued by a callback when the first segment of the androidTrack finishes playing).

This only seems to happen when the musicSystem is active. I am starting and stopping the audio system for each onStart and onStop, using the simple_event example code as guide. My guess is that something is horked with the AudioTrackThread memory release, preventing a clean restart, but that’s just a guess. Can you take a look at my code, and tell me if I’ve screwed up somehow? Thanks!

developed using FMOD Designer 4.34.03 Mac, and FMOD API 4.35.03 Android
testing on Nexus S (Gingerbread v2.3.4) and Xoom tablet (Honeycomb v3.1)
Eclipse project and FMOD audio/event/bank files here:
[url:8kyqhzc8]http://www.twittering.com/twittering/code/FMOD/FMODworkspace060811.zip[/url:8kyqhzc8]

  • pdx
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excellent! particularly since my "one line workaround" (System.exit(0); in onStop) works perfectly in Gingerbread => but can cause Honeycomb to spontaneouslyreboot** when relaunching the game. uh, hmm, yeah, i’d call that an Android bug …

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Thanks a lot for the bug report, and the test application, it was very helpful.

I managed to reproduce it and track down the bug, was basically due to some globals not being reset when FMOD was re-initialized. The fix will be in our next release, 4.35.06, which should be out in about a fortnight.

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ya know what i like? one line workarounds to stop ship bugs!
"exit(0)" at the very end solves the problem. it kills the process, and allows a clean start every time, which in this case is what i want.

however, i’m guessing there’s still an issue with the musicSystem release (mostly because when i commented out the musicSystem calls, it stopped crashing). feel free to use the linked zip as a test case.

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