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Hi!
I got trouble using Fmod in conjunction with OpenGL in a Windows API program (thatmay not be the limit of the problem, but that’s all I’ve tried). When playing a sound, there is a high latency of over half a second.

When substituting the PlaySound-API function at the exact same line, the latency disappears. I’m trying to play a small, simple .wav.

When using the Fmod samples, I didn’t get the latency, but couldn’t find a difference in the code.

Thanks!

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You can see this example : http://ibelgique.ifrance.com/Slug-Production/

It use FMOD with OpenGL (but french commented), i can translate some importante part if u don’t understand what is done.

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Thanks a lot! My French should suffice, I think. Even if the example doesn’thelp, I picked up 2 other clues:
-setting the buffer size to a small value might help (I left it at default)
-there is one difference to the Fmod example: my game is a WinApp. Perhaps I should try out making it a console app.

Merci bien 😉

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Hi. (SFM Bad E)

I have got the same problem.
Here is description:

This I used for the first time:

GAME INIT:

I loaded stream.

GAME LOOP:

-play:
FSOUND_Stream_Play

sound is done
NO FSOUND_Stream_Close

-after some while-
I called FSOUND_Stream_Play (on stopped stream), but
sound starts with latency

SOLUTION:
when stream is no more playing (EndCallback), you should call FSOUND_Stream_Close. And ever when you want to play it, you should call FSOUND_Stream_OpenFile and FSOUND_Stream_Play
(for more accuracy data should be permanently in memory (use FSOUND_LOAD_MEMORY flag)). Latency in this case is lower then in first case. I don’t know why (loading may be longer than simple stop/play), but …

Bye

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I am actually running Win98 SE, with output set to FSOUND_OUTPUT_DSOUND. Changing teh buffer size didn’t make a wit of difference. Neither did using a consol application instead. However, the problem must lie with fmod. Does it have any trouble with MSVC or the debugging mode, perhaps?

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