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Hello, I know this may seem a contemnted question for the FAQ, but whenever I try to play a wave file, there is breakup and static. Now, I already tried adjusting the “FSOUND_Stream_SetBufferSize(x);” with numbers ranging from 50 to 2000, yet there is still static. I have declared it before implementing this : “FSOUND_Init(44100, 32, 0);”. Yet I still wonder why there is still static breakup. Can anyone elucidate this for me?

One more question, what do you have to test for to get the ‘name’ of the marker in a wave file in your sync call back function? Is it the ‘*buff’ argument?

Thank you in advance.

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FMOD doesn’t seem to be very tolerant of buffer underruns. If my guess is correct, FMOD doesn’t prebuffer again after an underrun. Because of this, once the buffer has been exhausted (one large spike in CPU usage can do this), it then enters a perpetual skipping pattern. It seems to me that here, FMOD is playing faster than it can decode.

[b:3skismm1]@Brett[/b:3skismm1]
I know I should make a seperate topic about this issue, but if you see this post, please address this issue… It’s annoyed me since I started using FMOD. Sure, prebuffering may top off CPU usage for a second, but I’d rather have one CPU spike than have the music skip all the way until its end.

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Thank you Brett for pointing that out. Right now, there seems to be no static, but I better implement that syntax before it starts up again. 😮

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