When using software mode, we’ve gotten two related XMA problems. createSound with occasionally deadlock and loadEventGroup will spew thousands of XMA hardware timeout messages.
We’ve worked around the problem by forcing createSound and our designer soundbanks into hardware mode. Things appear to work reliablly in hardware mode. This is using 04.04.24 (stable). We experience similar types of issues when we were using an earlier development 04.04.19 build. This is on the March XDK.
This is just an FYI, we will investigate the issues later, but working in hardware mode seems alright for now.
- mmarks asked 12 years ago
I can’t do it here (ie the forum, you must use firstname.lastname@example.org), but i don’t think it is a trivial change if I remember correctly.
If you’re still using code that is before that fix (it is pretty ancient and a lot has been fixed since then), I strongly recommend just using the latest main dev branch. It is going to go officially as the new 4.05 stable in a matter of days.
I’m finally getting back to this and I dont see a 4.05 in the revision notes anywhere. I could just get the new 4.06 stable code, but nowhere in the 4.06 notes does it mention having any fixes for XMA timeout issues.
I did notice that the notes for 4.04.24 say there is a fix for a rare hang with FMOD_CREATECOMPRESSEDSAMPLE… Is this the fix that you were referring to above? mmarks mentions that he is on that version and still getting the hangs… (that is, with FMOD_HARDWARE and FMOD_CREATECOMPRESSEDSAMPLE).
There are no outstanding xma hangs in any current 4.06 version. I’d have to go back searching through 4.05 changelog but yes the problem has been solved once and for all. 4.06 is a very stable build and if there are any hangs/timeouts then it must be from corrupted source data, or people are still calling fmod from different threads at the same time which they should not be doing.
I would use the latest dev version v27 to avoid any xma issues.
If you do get these messages, there is most likely some reproducible case in your game that makes this happen (ie something makes fmod fall over), if it is reproducible let me know. Our latest code seems to work fine.
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