0
0

Has anyone experienced this issue from upgrading from 3.60 to 3.62? I downloaded the new .lib and .dll for my project and now I get a bad lag between the time I issue the play to the time I start to hear it.

With the old version of the library, it’s roughly 50ms or so, but with the new .dll it’s at least 200-250 ms lag! That’s bad on a game that’s running at 45 FPS…

I use the following code to init FMOD and load and play sounds:

FSOUND_SetMixer(FSOUND_MIXER_AUTODETECT); /* low quality – faster */
FSOUND_SetOutput(FSOUND_OUTPUT_WINMM);
if (!FSOUND_Init(22050, 32, FSOUND_INIT_GLOBALFOCUS)) …..

FSOUND_Sample_Load(FSOUND_FREE ,(const char *)p, FSOUND_LOADMEMORY , filesize);
FSOUND_Sample_SetMode(a,FSOUND_LOOP_OFF);

FSOUND_PlaySound(FSOUND_FREE,sounds[num]);


Of course, I had to rename XX_SetLoopMode to XX_SetMode since it looks like the name has changed…..

This code has worked on all previous versions of FMOD that I’ve used (3.60, 3.50, 3.4?).

Is there anything that changed internally that would be causing this? Or is there some code that I need to add to this new version to get the kind of response that I’ve been used to?

BTW- I have a 3650 and PPC 2000.

Any help would be appreciated! Thanks in advance.

Gene

  • You must to post comments
0
0

Yes, Ok, that appears to have resolved the issue. It must have changed. I set it to 50 and it seems to be back to normal again.

Thanks.

Oh, BTW, when the unit is powered back on and you try your auto-recovery, does my application need to perform the Init again or not?

  • You must to post comments
0
0

Cool, thanks for the update and for the awesome product (and support).

Gene

  • You must to post comments
Showing 2 results
Your Answer

Please first to submit.