This is additional information from an earlier posting (about iTunes), but I have a user who can not get FMOD to play nice with his Audigy 2 Platinum. He has both the Audigy 2 and onboard SoundMAX sound enabled. He describes:
- ran the application
- opened msn messenger
- ran messenger’s audio tuning wizard
- the wizard can play a sound on Soundmax, but audigy is mute until I exit the app
The other potentially useful tidbit is his driver versions:
Name: Creative Audigy Audio Processor (WDM)
Manufacturer: Creative Technology, Ltd.
PNP Device IDPCI\VEN_1102&DEV_0004&SUBSYS_10021102&REV_04\4&2E98101C&0&50F0
I/O Port: 0x0000E400-0x0000E43F
IRQ Channel: IRQ 22
Driver: c:\windows\system32\drivers\ctaud2k.sys (5.12.01.1164-2.08.0370, 429.00 KB (439,296 bytes), 12/8/2005 10:55 AM)
Name: SoundMAX Integrated Digital Audio
Manufacturer: Analog Devices, Inc.
PNP Device IDPCI\VEN_8086&DEV_24D5&SUBSYS_80F31043&REV_02\3&267A616A&0&FD
I/O Port: 0x0000C000-0x0000C0FF
I/O Port: 0x0000C400-0x0000C43F
Memory Address: 0xF7DFF800-0xF7DFF9FF
Memory Address: 0xF7DFF400-0xF7DFF4FF
IRQ Channel: IRQ 17
Driver: c:\windows\system32\drivers\smwdm.sys (5.12.01.3630, 564.75 KB (578,304 bytes),
The original conversation point from the other thread is as follows:
"From one user: "When the app is running the sound is off on my system. Tried a reboot. It doesn’t help. Example: I run iTunes, start a song, then start the app, iTunes goes silent. I only get sound back when I exit the app. The app itself is silent too." This same user also says: "I downloaded the fmod samples and of the 10 I tried only one made sound. I googled for ‘fmod audigy’ (I have a Creative Audigy 2 card) and found numerous references to people having problems." And: "I downloaded the development version 4.04.31, but it didn’t fix the problem. Like before, only the "3d" example file makes any sound.""
Does anyone have any ideas?
- jjensen asked 12 years ago
I have been waiting for the user to become available to try some further tests.
In the meantime, the application is a small casual game. The specifics of the calls I use are as follows:
FMOD::System_Create(&mSystem); mSystem->init(100, FMOD_INIT_NORMAL, 0);
Loading of a sample (yes, all samples are created in software… without that, on my laptop, the frame rate blips all over the place… I also don’t believe that ‘stream’ is ever set to true currently):
FMOD_CREATESOUNDEXINFO exInfo; memset(&exInfo, 0, sizeof(exInfo)); exInfo.cbsize = sizeof(FMOD_CREATESOUNDEXINFO); exInfo.length = fileSize; if (mSystem->createSound(buffer, FMOD_DEFAULT | FMOD_SOFTWARE | (stream ? FMOD_CREATECOMPRESSEDSAMPLE : FMOD_CREATESAMPLE) | FMOD_OPENMEMORY, &exInfo, &sound) != FMOD_OK)
Playing a sound:
FMOD::Channel* channel; mSystem->playSound(FMOD_CHANNEL_FREE, sound, true, &channel);
Polling (once per frame):
mChannel->setPaused(true); mChannel->setMode(looping ? FMOD_LOOP_NORMAL : FMOD_LOOP_OFF); mChannel->setLoopCount(looping ? -1 : 0); mChannel->setPosition(0, FMOD_TIMEUNIT_MS); // Some other stuff... mChannel->setPaused(false);
There’s some other management stuff, too, but that’s pretty much it for the FMOD calls.
If anything sticks out as being terribly incorrect, or you would like me to send compilable source code (Visual Studio 2005), just ask. However, the user was unable to get the FMOD examples running properly, so I’m not sure how important my code is.
- jjensen answered 12 years ago
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