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It seems that many (all?) of our users who use one of the above chipsets get no sound effects in our game (Savage, patched to version 2.00).

Apparently by turning their hardware acceleration down to level 2 in their driver settings fixes the problem, but obviously this isn’t an ideal solution.

Is this a known problem with FMOD, or more likely a problem with our code? I am willing to help out in any way to fix this problem, as it seems to be affecting a large number of our users.

Sam McGrath
S2 Games

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Unfortunately we don’t have those cards available to test, but we’ll try to get a hold of some.

With default settings the game initializes like this:

FSOUND_SetOutput(-1);
FSOUND_SetDriver(0);
FSOUND_SetMinHardwareChannels(64);
FSOUND_Init(44100, 64, 0);

All samples are loaded in using the following bitmask: FSOUND_HW3D | FSOUND_LOADMEMORY | FSOUND_16BITS | FSOUND_SIGNED.

The above code tries to guarantee either 64 hardware channels or 64 software channels. Is this usage is correct?

Sam McGrath

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