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I’m using FMOD 2010 (v 4.38.07) and I’m messing around with the music system (first time using it).

I set up a new cue/theme and created many segments,loading them with with multiple as well as single WAV files. When I switch to the player preview/speaker tool and click on the segments the player appears in the corner but registers a 0:00 segment length and doesn’t play anything. I opened the segment editor and refreshed the segment length but it still comes up 0.00.

Figuring I was doing something wrong, I followed the manual and recreated the initial sample music project as described. It worked perfectly.

I went back to my other sample project and figured that maybe I was having problems because I was using WAV’s instead of OGG’s like the sample project. I converted my files to OGG and reimported, replacing them in the segments. I still got 0.00 as a length and I can’t hear anything when previewing. I then imported one of the sample projects OGG’s into one of the original segments that contained a single stereo WAV but couldn’t register a segment length. When I refreshed the length it registered the length of the sample project OGG (much longer than the sample from my project). Low and behold, when I previewed the segment I could hear the file from my project play.

To further the experiment I converted the sample project’s OGG’s into WAV files, and reimported them and their lengths no longer registered and attempting to preview them yielded the same 0:00 results with no audio.

Can anybody make ANY sense of this? Is there some sort of metadata packed into the sample project’s OGG’s that I’m losing by converting them to WAV’s? Is this a bug I’m experiencing because of the FMOD version I’m using?

HELP!!!!

-Jason

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There’s a known issue that prevents Designer from being able to locate files on a drive different to the drive specified in the project’s Audio Source Directory. Try selecting ‘Project Properties’ from Designer’s Window menu and changing the Audio Source Directory to a location on the drive your audio files are stored on, then re-link your audio files as described in the second and third solutions of [url=http://www.fmod.org/forum/viewtopic.php?f=19&t=15110:1st3ygym]the relevant knowledge base entry[/url:1st3ygym].

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