I can now recreate this consistantly. It is coupled with calls to event->start that do not play any audible sound but as far as I can tell should. I have plenty of voices (512) and i am only triggering each event once and each event cooresponds do a different .wav so the max instances etc should not be a problem.
It only happens when I load at least 3 .fevs.
I have a test case that I will send but I have to clear it through managment here since it involves some game assets. That or recreate it with temp sounds which will be a pain for me…
I can also recreate another problem consistantly with the same example.
getGroupByIndex returns an out of memory error when cacheevents is false. I print out the memory useage and there is tons of memory free.
I have had many problems with the new version.
Here is what i have done:
install new version
change paths in build system to point to it
recompile banks using new designer
Now all calls to event_system->load(name,0) are failing with an out of memory error. ?
I am using FMOD::Memory_Initialize but this call succeeds and worked in the previous version. I am giving it 32Mb to load a 1Mb bank.
Using win32 for now, switching to 360 is easy I will for test.
Its likely I will not get to this till tomorrow however. Other goals intervene for the afternoon. For now i’ve gone back to the previous so I can get a couple things up and running.
Will tell when I know more.
At this point I cannot recreate the problem. I moved again to the new version and had our sound designer recompile the banks and it now works. Likely one step was forgotten in the process yesterday.
I am however still getting the invalid parameter error from event->start().
Any suggestions to the cause? Could this be caused by invalid data from designer? It is somewhat curious to get this error from a function that takes no parameters.
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