Is there any build of FModEx that works for both Windows 8.0 and 8.1? We are currently using 4.44.24, but it doesn’t work when we deploy the app to Windows 8.1. When we use 4.44.26, the app no longer works on Windows 8.0.
- Han007Solo215 asked 5 years ago
I’ve tested a simple case of initializing FMOD Event 4.44.24 in a VS2012 Windows Store App on windows 8.1, and it works on my machine.
FMOD_ERR_OUTPUT_FORMAT is only returned from one place in the code and it occurs when FMOD is unable to find a suitable output format that the WASAPI driver will accept. FMOD is normally able to perform the format conversion that will allow it find a format supported by the driver.
Are you using FMOD::System::setSoftwareFormat() or similar calls before init()?
Just because setSoftwareFormat() returns OK, doesn’t mean the settings won’t cause issues later when trying to initialize the driver.
If you use the logging version of the libraries, what is printed when trying to initalize? Have you tried simplifying the code so you are not calling setSoftwareFormat or any other similar pre-init functions?
4.44.26 will not work with windows 8.0 because it links against the VC120 runtime.
4.44.24 should be able to work on windows 8.1, what is the specific issue you are seeing, and what are the exact details of the system you are running it on?
UPDATE: Problem still exists. Will update with further details in a few moments
It looks like we might have solved our issue. We just got it working on 8.1 and need to make sure our change still works on 8.0.
My coworker recently posted a more detailed request under the forum post: FMOD::EventSystem::Init() failing on Windows RT 8.1
The issue was that FMOD::EventSystem::Init(64, 2, 0, 10) was returning FMOD_ERR_OUTPUT_FORMAT on 8.1. We had no issues with this call on 8.0.
The change that currently lets us run on 8.1 is the number of channels being set to 32 down from 64.
We’re running a Windows 8 store app from Visual Studio 2012 on a Windows 8.0 x64 OS. We are using FMod 4.44.24
As it turns out, we ran that change in a Debug build as opposed to a Profile/Release build. If we run the game in Debug on 8.1, FMod fails silently as opposed to crashing.
In debug, we get no sound. And in Profile/Release, our game crashes from the aforementioned error.
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