[quote="brett":340fw3rt]I’m looking through the code and can’t see any reason for it, but my only theory is that some virtual voice or effect is trying to do something that a software voice would do, when the voice is hardware. To test that theory you could ‘force software’ on your wavebanks to see if it stops happening.
The repro torin mentioned is still welcome.[/quote:340fw3rt]
We always force software on all of our banks. I just checked again and sure enough the banks in which the error occurs are forced to software.
We get the error as well, and it appears every time we try to start a specific event.
The event utilized the distortion type dsp (applied in designer), but event though the dsp is removed, the error appears.
The error appeared following upgrade to .45
Yes! It works now Though I’m getting weird error when I just let FMOD auto detect the number of available HW channels. It just returns error after some number of channels were used up.
The card driver seems to claim 27 3d channels. But it only get up to about 20. I suppose the driver is lying? I’m using the creative live card with the "latest" driver.. which is somewhat old.
P.S. Thanks Brett, for activating my account
- Lf3T-Hn4D answered 10 years ago
yes drivers are known to lie and if you try and use all reported voices sometimes it will return errors when you play a sound etc.
We always recommend to ditch hardware and just use FMOD_SOFTWARE (or ‘force software’) for everything, we will very soon be making fmod designer default to force software = yes for PC (and xbox360 as it should be).
[quote="brett":37ttbdwn]Can you repro this, noone else i know of is getting this error, so if you have a project that does it all the time let me know i can have a look at it. Can you try it with the latest release as well which is now just out.[/quote:37ttbdwn]
It is intermittent but reproducible. I am not sure how to present the error to you. It seems to only happen when getting an event and starting it repetitively and quickly (e.g. gun shots, terrain/bullet impacts). If I call the events with "some" time in between each call, I do not get the error. Also, FMOD is nowhere near running out of memory and the event instance is far below max count when the error occurs.
I’m looking through the code and can’t see any reason for it, but my only theory is that some virtual voice or effect is trying to do something that a software voice would do, when the voice is hardware. To test that theory you could ‘force software’ on your wavebanks to see if it stops happening.
The repro torin mentioned is still welcome.
On force software: could we have a command line param on fmoddesignercl to force it? Currently I’m thinking of loading each fdp and writing them out with it set before we convert/bring the data into our game. At the moment, I just pop an error box up for the designer to change it.
- a1psx answered 10 years ago
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