Hm have you got a repro? What is your voice count set to in EventSystem::init? Are you playing lots of other events at the time or is this the only one active?
Have you tried fmod api 4.04.41? Inbetween v33 and v41 there have been a fair few fixes.
[quote="brett":1x2gmh1u]Hm have you got a repro? What is your voice count set to in EventSystem::init? Are you playing lots of other events at the time or is this the only one active?
Have you tried fmod api 4.04.41? Inbetween v33 and v41 there have been a fair few fixes.[/quote:1x2gmh1u]
Our voice limit is 512. However, I just set max playbacks to 1 and behavior set to "just fail" on an event and made 4 calls to getEvent for that event and every call to getEvent return FMOD_OK. I have (possibly) two questions:
1) Is this expected behavior?
2) If I exceed max playback, and my response is set to "just fail", what should be the response from FMOD and what function would give me that response?
[quote="brett":2srb12ks]the event has to be playing before any following getevents will ‘just fail’. If it is not playing all you are doing is continually getting the same event instance.[/quote:2srb12ks]
I believe the events are all playing. I was checking the events during update to see which were active. All of them were. The first was still active when the fourth was called.
If I set "max playbacks" to 0 in designer what does FMOD do if I call getEvent on it? Does it just behave as though I had exceeded the max event number or does it perform some other optimization since it knows I can’t play that event?
[quote="brett":3a9w39mu]Is that what you had it set to? We just probably used that error code to say you were unable to get the event, because it was zero. I dont think we have any event api specific error codes at this time.[/quote:3a9w39mu]
No, we had it set to 4. We are well below our memory limits according to Memory_GetStats. In an effort to figure out what is going on I put the "max playback" to 0. Since I don’t think that the issue is memory related, what else could cause getEvent to fail. We are not removing event resource or events. We are requesting what are, at one time, valid events.
[quote="brett":3puj2ota]Try forcing your wavebanks to software, it could be a driver issue if you’re using hardware voices on pc.[/quote:3puj2ota]
We are running on Xbox 360 and found we were having issues when not forcing to software. All of our wavebanks have been "force to software" for a long time. Any other possiblities?
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