I have downloaded a new song and was playing it with my program with FMOD engine. I will give you link to download this song. But with 1:17 left in the song the FMOD Engine errors out and crashes my program. If I play this song in winamp their is a big scratching sound at that time but winamp does not crash.
Here is the song link
sorry for the late reply,
I’ve done some more tests, and the error does not occur by just opening the streams, they have to be played as well, but it is enough to play them with the paused flag on.
The computer I have the error on is a SB Live! Player (I think one of the first SB Live’s)
FMod reports 31 hardware channels.
I have tried doing the same thing on another computer with a SB PCI128, but it didn’t have the error (but it hasn’t any 3d capabilities either)
The error also only occurs and affects HW3D streams, so I can still open HW2D streams, but any HW3D stream fails to load.
Is it possible that the latest dll causes some other problems?
After I have been playing some songs, sometimes fmod stops opening streams.
So when I try to open them I get an ‘Invalid Parameter was Passes to this function’ error.
When this happened once, it is not possible to load any other streams, even those that worked before.
When I restart my program fmod loads all streams perfectly again.
I am loading streams from memory, and I am using the fmod.dll from a few days ago.
Adion, are you by any chance playing the sounds in hardware channels and adjusting their sample rate using FSOUND_SetFrequency? In v3.6, setting the frequency outside of what your sound card reports as the min & max supported sample rates would just result in FMOD not playing the sound. In the latest version, though, it gives the error you mentioned.
In the latest .dll I tried, Brett fixed it (very quick response! :D) and it worked fine, but maybe it crept back in since then?
Just wanted to point this out as a possibility, in case it applies. Hope it helps.
Yes I am using SetFrequency, and the streams are HW3D streams.
The frequency can vary between 1 and 3*44100, altough it might be possible that in some conditions it is set even higher.
I don’t think it is the same problem, because I haven’t been able to reproduce it immediately by toying with the frequency.
The problem also remains with any songs after the first one with problems, even when the frequency is set to normal (44100) for those songs.
I just tried to revert to v3.61 that can be downloaded from the website, and that had the same problem after about 20 minutes as the version of last week.
If it [i:3ramlv0d]is[/i:3ramlv0d] the same problem, you’ll have it in any version of the 3.61 .dll. You could try 3.6 to see if it’s any different (if it’s still available–I didn’t look).
Whether or not it’s related to the problem you’re experiencing, I see a couple problems in the numbers you mentioned. First, FSOUND_SetFrequency only supports values >100, so anything below that will cause the error you reported. Additionally, as I recently learned, sound cards have maximum sample rates that they support, and to make it worse it varies from soundcard to soundcard. Some sound cards–even high-end ones!–will only support up to 48000. If you try setting the frequency above 48000, FSOUND_SetFrequency will return an error.
FMOD’s software mixer, on the other hand, has no such limitations. You might try forcing everything into software mixing and see if the problem still occurs.
If the error you get is coming from FSOUND_Stream_OpenFile, though, it must be something else. Regardless, it’s worth keeping all of the above in mind if you’re using FSOUND_SetFrequency on hardware sounds.
Ok I was the one that originally posted this thread.
I have another problem.
When I have 2 .dll’s and 2 .bas files for my VB project. all named uniquely and all.
When I am playing a song in the 2nd .dll (fmod2.dll) and load a file to the first .dll the sound cuts out for a second (not even a second.. like a 100th of a second or less but enough to notice) on the song playing but continues. If I do it the opposite way it doesn’t cut out. The code is excatly the same to load the 2 files to the seperate .dll’s other than what it needs to determine what .dll your using.
I don’t know how this could just happen to one and not the other.
I don’t think it’s the same error as the one Surge has.
I’ve just had the error again, and I tried changing to software output, but it didn’t work either.
Sorry, I said I tried changing to software output, but there was a small bug in my program that made the stream always load in hardware, so I do not know yet whether the bug also occurs in software mode[/edit]
When the problem occurs, and I switch to a stream not streaming from memory, I also get the same error.
I am using FSOUND_HW3D, and when I do I add FSOUND_FORCEMONO myself.
There is no particular file that does this (that would make it easy ), in fact even files that worked before the error occured will not play anymore until I restart my program.
The only thing I do is load streams (2 streams for the same song per time for front and rear playback), play a little with SetFrequency, and go to the next song.
The error mostly occurs after about half an hour to an hour of playing.
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