Hi, we’re having issues with dialogue (using programmer sounds) randomly disappearing in our game.
It can happen at any time in the game, usually sooner than later. No other sounds in the game seem affected. (music, SFX)
I am not a programmer, but our programmer have expressed concerns about us having several sound bank files. (could this be a possible issue?)
Since we currently can’t access the code (it’s locked away in our school) I’m more looking for to be steered in a general direction of similar issues.
The school also uses it’s own engine, which I suppose could create some issues.
The engine’s error log shows this message looping:
CDialogueVoice::FMODEventCallback Line: 163 – FMOD_EVENT_CALLBACKTYPE_SOUNDDEF_CREATE: 218: sound not ready, retry next frame
Don’t be afraid to be technical in your answers; I’ll just relay the information to our programmer anyway and post her responses here. I haven’t had any luck searching the forum so if you want to refer to an old thread of a similar issue that would be awesome.
- sonadar asked 6 years ago
I encountered the same error when I first started using createStream for our dialogue system (I use FMOD_NONBLOCKING flag). So what I did instead was add a check to see if FMOD_OPENSTATE == FMOD_OPENSTATE_READY in the callback and it seems to fix the problem. Not sure how helpful this will be to you, though.
- s3xandch0c0late answered 5 years ago
Ok, so if you’re using a programmer sound, then the programmer is responsible for returning a valid sound pointer to fmod.
It seems like if fmod’s saying its not ready, the programmer is returning FMOD_ERR_NOTREADY.. If they are using FMOD_NONBLOCKING flag when they call createSound/createStream it would be worth seeing if that is failing somehow, that would be outside of the event system’s internal code.
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