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I’ve got a game that seems to have a massive frame rate issue on Windows XP only. I don’t have a lot of info since it’s XP and I can’t exactly debug on it.

What I’ve gleaned from inspecting Process Explorer is that the game thread seems constantly suspended when audio is enabled and firing, it almost always shows up as Wait:Suspended or some other Wait state. The more sounds going on, the more it is suspended. But neither the fmod.dll or the game thread are taking up very much CPU (about 1-3% for fmod, 4-8% for the game). Nor the dsound.dlls active when audio is enabled (<0.1% each). So I guess it is stalled waiting for something external to happen that isn’t shown in ProcExp. Disk I/O is silent and memory I/O is within normal ranges so I don’t think it’s either of those. With audio disabled with the FMOD_OUTPUTTYPE_NOSOUND flag, the game CPU usage stays around 35-50% and the frame rate is smooth.

I’m hoping there is some simple Windows XP specific issue I’m not taking into account.

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Sounds like it could be related to hardware sounds. What version of FMOD are you using? Can you try calling System::setHardwareChannels and setting it to zero before System::init and see if that helps? That is the primary difference between XP and newer versions of Windows.

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