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Hi all,

I’m trying to play several 3D sounds at the same time.
Here is my pb : when playing on hardware channels a sample (1), then a sample (2) before sample (1) is finished, sample (1) stops automatically. This problem doesn’t occur when playing on software channels (or when lowering the hardware acceleration level in the Control Panel), but then I have another problem, which is that I can’t have a true 5.1 surround sound.
Here is my code :

[code:v0fvaa0h]

define Test(_x,_y) {if (!(_x)) printf("Erreur : %s\n",(_y));}

define Mode FSOUND_FORCEMONO|FSOUND_HW3D

void main() {

int c1,c2 ;
FSOUND_SAMPLE *s1, *s2 ;

Test(FSOUND_SetOutput(FSOUND_OUTPUT_DSOUND),"output");
Test(FSOUND_SetDriver(1),"driver") ;
Test(FSOUND_Init(44100, 32, 0),"init") ;

Test(s1=FSOUND_Sample_Load (FSOUND_FREE,"chimes.wav", Mode,0), "load1") ;
c1=FSOUND_PlaySound (FSOUND_FREE,s1) ;
Sleep(2000) ;
Test(s2=FSOUND_Sample_Load (FSOUND_FREE, "jbtennis.wav", Mode,0),"load2") ;
c2=FSOUND_PlaySound (FSOUND_FREE,s2) ;
Sleep(2000) ;
c1=FSOUND_PlaySound (c1,s1) ;
Sleep(2000) ;
}
[/code:v0fvaa0h]

I’m using version 3.62 and an Audigy. Another thread announces Creative drivers are buggy. I just want to be sure there is no solution before throwing my sound card away :).

Thanks a lot for your help,

Sylvain.-

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Woohooooo it works great now 😀 !!! Thanks a lot !!!

Sylvain

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