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Hello,

sometimes (maybe ever 50 starts) my application did not terminate itself. Only killing the task helps. I Found out that at the end of the app FSOUND_CLOSE() does not return….

maybe i did something wrong deinitialising fmod?

codesnip:
[code:3m45klxq]CPlayEngine::~CPlayEngine()
{
Stop(NULL, false, false);
if(thread)
{
if(hEvents[0])
SetEvent(hEvents[0]); // Exits the worker Thread
}

TRACE("PlayEngine: fmod1->FSOUND_Close()\n");
fmod1->FSOUND_Close();
TRACE("Done\n");
CloseHandle(hEvents[0]);
DeleteCriticalSection(&cs);

TRACE("PlayEngine: FMOD_FreeInstance(fmod1)\n");
if(fmod1) FMOD_FreeInstance(fmod1);
TRACE("Done\nPlayEngine: FMOD_FreeInstance(fmod2)\n");
if(fmod2) FMOD_FreeInstance(fmod2);
TRACE("Done\n");

}[/code:3m45klxq]

by the way.. at the moment i’m just adding 3.73 to my app. i’m very happy about the new CD-toc stuff!! thx alot brett!

I have 3 Soundcards onboard. A Creamware Music Production system.
my system detects those cards as one card. they are connected together with a special bus so that they act as one unit. all DSP’s on it and all outputs/inputs are available as channels.

When i try to use asio fmod crashes directly…
are there any creamware soundcard users arround having this problems too?

Thomas

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[quote="brett":2w9hqt6n]are you calling fmod from different threads? I could call init and close a thousand times and it wouldnt crash.[/quote:2w9hqt6n]

yep – i do call fmod out of a worker thread to do crossfadings

hmmm is that a problem ?

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till now it works real fine… with this little exception.

is there a way to kill the app “the hard way” like the debugger does from an API call? if yes, i simply would “kill myself” before quitting…
yes.. not the best workarround.. but what should i do?
this happens also when i did nothing then open the app without playing.. the thread never sends calls to fmod without playing so… could my soundcard driver be a problem?

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would it be enough when i take care about that never more then one thread at a time calls into fmod.. by doing serialisation ?

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