Fmod Error Output Createbuffer
Error initializing output device. 0 0 Good morning. I have a Linux64 bit and the stable version of fmodex. Im getting lots of FMOD error! (60) Error initializing output device when I launch my application. This happens random. For example yestarday I never got this message and today always…. I initialize the system so: [code:32483qza]// Global variable FMOD::System *fmodSystem; // Check the value returned by the fmod routines. // If incorrect exit void ERRORCHECK(FMOD_RESULT result) { if(result != FMOD_OK) { printf("FMOD error! (%d) %s\n", result, FMOD_ErrorString(result)); getch(); exit(-1); } } // Entry point int main(int argc, char **argv) { // Initialize fmodSystem fmodSystem = NULL; FMOD_RESULT result; unsigned int version = 0; // Create a system object result = FMOD::System_Create(&fmodSystem); ERRORCHECK(result); // Check for the needed version of fmod result = fmodSystem->getVersion(&version); ERRORCHECK(result); if( version < FMOD_VERSION ) { printf("Error! You are using an old version of FMOD %08x. This program requires %08x\n", version, FMOD_VERSION); getch(); return 0; } // Initialize fmod result = fmodSystem->init(MAXCHANNELS, FMOD_INIT_NORMAL, 0); ERRORCHECK(result); ...other code....[/code:32483qza] Is there some mistake? I followed the examples and the tutorial. Regards. Franco FMOD 4 franco.amato asked 9 years ago You must login to post comments Answers (4) Filter Sort by: Most Votes Newest FirstOldest FirstRandomRecently Active Post Answer Keyword Match all Match any Show accepted answers only 0 0 It is probably something to do with the driver and output mode combination you are using. Try System::setOutputType and choose betwee oss/esd/alsa. Brett Paterson answered 9 years ago You must login to post comments 0 0 Thank you very much. [quote="brett":54cprbtx]It is probably something to do with the driver and output mode combination you are using. Try System::setOutputType and choose betwee oss/esd/alsa.[/quote:54cprbtx] Where exactly I need to try System::setOutputType? At which point of the code? Can I have a little example? Regards, Franco franco.amato answered 9 years ago You must login to post comments 0 0 I too am having a simliar problem. Windows XP Intel 32-bit system VS 2005 SP1 Professional FMod Ex (fmod.h version: #define FMOD_VERSION 0x00040800) [code:22aq
Sign in Pricing Blog Support Search GitHub This repository Watch 7 Star 15 Fork 3 Keldyn/DeadMeetsLead Code Issues 0 Pull requests 0 Projects 0 Pulse Graphs Permalink Branch: master Switch branches/tags Branches Tags develop master Nothing to show v1.1.0.0 Nothing to show Find file Copy path DeadMeetsLead/Client/Sound/FMODGlue/FMODManager.cs Fetching contributors… Cannot retrieve contributors at this time Raw Blame History 547 lines (467 sloc) 24.7 KB using System; using System.Collections.Generic; using System.Linq; http://www.fmod.org/questions/question/forum-25771/ using System.Text; using SlimDX; namespace Client.Sound.FMODGlue { public class FMODManager : IManagerGlue { public FMODManager() { Instance = this; } public void Init(AudioDevice audioDevice, Vector2 minMaxDistance, int nSoundChannels, JMOD.CustomReadFileMethodDelegate customReadFileMethodDelegate) { // NOTE: Ignore customReadFileMethodDelegate for now... This is getting messy... // NOTE: This isn't implemented, but we'll just ignore the choice of audio https://github.com/Keldyn/DeadMeetsLead/blob/master/Client/Sound/FMODGlue/FMODManager.cs device (you're not supposed to use FMOD anyway) //if (AudioDevice.DeviceID.Length > 0) // throw new NotImplementedException(); uint version = 0; FMOD.RESULT result; FMOD.System system = null; this.minMaxDistance = minMaxDistance; LogInit("Init() running with arguments ({0}, {1})", minMaxDistance, nSoundChannels); LogInit(false, "Creating system... "); result = FMOD.Factory.System_Create(ref system); LogInit(result.ToString()); ERRCHECK(result); FMODSystem = system; SystemGlue = new FMODSystem(system); LogInit("Created SystemGlue"); result = FMODSystem.getVersion(ref version); LogInit("FMOD version {0}, {1} required", version.ToString("X"), FMOD.VERSION.number.ToString("X")); ERRCHECK(result); if (version < FMOD.VERSION.number) { LogInit("ERROR: Version mismatch"); throw new Exception("Error! You are using an old version of FMOD " + version.ToString("X") + ". This program requires " + FMOD.VERSION.number.ToString("X") + "."); } result = FMODSystem.setHardwareChannels(0, 0, 0, 0); // Skip EAX probe which can crash/corrupt some bad drivers LogInit("Disabling hardware channels. {0}", result.ToString()); ERRCHECK(result); int nDrivers = -1; LogInit(false, "Checking number of drivers... "); result = FMODSystem.getNumDrivers(ref nDrivers); LogInit("{0} ({1})", result.ToString(), nDrivers); ERRCHECK(result); if (nDrivers == 0) { result = FMODSystem.setOutput(FMOD.OUTPUTTYPE.NOSOUND); LogInit("Output set to NOSOUND. " + result.ToString()); ERRCH
sound engine? Moderator: Committer Page 1 of 5 [ 69 posts ] Go to page 1, 2, 3, 4, 5 Next http://www.freeorion.org/forum/viewtopic.php?t=984&p=25501 Print view Previous topic | Next topic Author Message Yoghurt Post subject: http://archive-org.com/org/f/fmod.org/2014-07-08_4237808_12/fmod_interactive_audio_middleware_bull_View_topic_Can_I_access_LowLevel_system_by_Unity_Integration/ FMOD as new sound engine?Posted: Fri Dec 10, 2004 2:29 am Programmer Joined: Sat Jun 28, 2003 8:17 pmPosts: 376Location: Heidelberg, Germany Will FMOD be the new final sound engine for FO? Or will it only be a temporary solution? I ask because FMOD is non-free and therefore there are fmod error some problems to deal with. 1. We depend on Firelight to fix bugs and re-compile for newer libraries (this might be no practical problem at all) 2. FMOD's (free) license is very restrictive and might lead to legal problems; for example, if I was going to package FO and sell it in gamestores, I would require a FMOD license while the LGPL (and fmod error output the CC-by) both give me the right to do so. 3. (this is a personal one) FMOD is non-free, and I dislike non-free software Top Aquitaine Post subject: Posted: Fri Dec 10, 2004 5:17 am Lead Designer Emeritus Joined: Thu Jun 26, 2003 1:54 pmPosts: 758Location: Austin, TX If you were going to package FO and sell it in game stores, FMOD would be the least of your problems. _________________Surprise and Terror! I am greeted by the smooth and hostile face of our old enemy, the Hootmans! No... the Huge-glands, no, I remember, the Hunams! Top Yoghurt Post subject: Posted: Fri Dec 10, 2004 1:46 pm Programmer Joined: Sat Jun 28, 2003 8:17 pmPosts: 376Location: Heidelberg, Germany Aquitaine wrote:If you were going to package FO and sell it in game stores, FMOD would be the least of your problems.Not that I would want to do that, but why do you think so? Both the LGPL and the CC-by don't forbid selling the program for profit... Top Aquitaine Post subject: Posted: Fri Dec 10, 2004 10:43 pm Lead De
15 16 17 18 19 20 21 22 23 24 25 26 27 Total: 215Choose link from "Titles, links and description words view": Or switch to "Titles and links view". fmod - interactive audio middleware • View topic - Can I access LowLevel system by Unity Integration? on iOS but it seems that low level system was not wrapped by these C code So is it possible to access Low level System via C code Or I must create native Obj C code PS Can I create midi events insdead creating midi file to play sounds in dls file Thanks artascope artascope Newbie Posts 1 Joined Sun May 18 2014 12 58 am Top Re Can I access LowLevel system by Unity Integration by peter Thu Jun 12 2014 10 48 am Hi Artascope We have exposed the complete low level API in the latest release You can retrieve the low level system from the Studio system object and the API is in fmod cs Code Select all Can I create midi events insdead creating midi file to play sounds in dls file No you cannot fire midi events directly you must play a midi file peter Deity Posts 1518 Joined Thu Apr 17 2008 10 42 am Location Melbourne Australia Top Display posts from previous All posts 1 day 7 days 2 weeks 1 month 3 months 6 months 1 year Sort by Author Post time Subject Ascending Descending Post a reply 2 posts Page 1Original URL path: http://www.fmod.org/forum/viewtopic.php?f=30&t=18935 (2014-07-08)Open archived version from archive fmod - interactive audio middleware • View topic - Unity Plugin Modifications fiddling around with the Unity Integration Plugin and I ve already come across a few bugs and shortcomings that I ve decided to fix myself But I realized that with the release of the next version of the plugin all my changes will be gone I was hoping to find a source repository of this plugin I could fork and add my changes to but there s none Now myOriginal URL path: http://www.fmod.org/forum/viewtopic.php?f=30&t=19018&view=print (2014-07-08)Open archived version from archive fmod - interactive audio middleware • View topic - Unity Plugin Modifications the release of the next version of the plugin all my changes will be gone I was hoping to find a source repository of this plugin I could fork and add my changes to but there s none Now my question is there a way to submit changes of the integration plugin or am I out of luck Thank you in advance Xane Xane Newbie Posts 1 Joined Mon JulOriginal URL path: http://www.fmod.org/forum/viewtopic.php?p=59893 (2014-07-08)Open archived version from archive fmod - interactive audio middleware • View forum - Knowledge Base Views Last post by Joseph Harve