Threading and sound. Annoying bug.

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1 comment, last by CdrTomalak 10 years, 3 months ago

Hi,

I've been trying to pin down an annoying performance bug in my C# 2d game engine.

It only occurs when I have sound enabled, and I am trying to figure out what I am doing wrong. I suspect multiple things, since the sound functionality was implemented quite a while ago to achieve basic functionality. At this stage in development it is now a higher priority. I need to resolve it.

When I implemented sound it was after much experimentation with sound APIs. I tried SoundPlayer, MediaPlayer, and WindowsMediaPlayer - with the latter the only one I could get working in an acceptable manner.

My implementation was based around setting up an array of players for each sound I wanted to play. They are all instantiated up-front. The method by which they are used is:

1. Search through player array until you find one which isn't currently playing.

2. Play the sound.

Now for some reason, which I can't figure out, this implementation is causing a wierd problem. I have a method which fires when you die, and from what I can tell this does NOTHING with sound whatsoever. It basically waits 5 seconds before restarting the game. But with sound on the screen flickers for a millisecond, something in sharpdevelop refreshes, and it's as if there is a sudden lag in the game. From a functionality point of view I don't have a problem - but the performance is unacceptable.

To give you an idea of what I'm doing, here is some code from my sound initialisation method:


                if(soundLibrary=="WindowsMediaPlayer")
                {    
                
                    // Music player
                    WMP_Music = new WMPLib.WindowsMediaPlayer();
                    WMP_Music.settings.autoStart = false;
                    WMP_Music.URL = "D:\\Programming\\SFX\\MUSIC\\IN_GAME_1.wav";
                
                    // Array of players ----------------------------------------
                    WMP_EATEN_GHOST_Array = new WMPLib.WindowsMediaPlayer[EATEN_GHOST_noOfPlayers];
                    WMP_EATEN_PILL_Array = new WMPLib.WindowsMediaPlayer[EATEN_PILL_noOfPlayers];
                    WMP_EATEN_POWERPILL_Array = new WMPLib.WindowsMediaPlayer[EATEN_POWERPILL_noOfPlayers];
                    WMP_KILLED_BY_GHOST_Array = new WMPLib.WindowsMediaPlayer[KILLED_BY_GHOST_noOfPlayers];    
                    
                    for(int i=0;i<WMP_EATEN_GHOST_Array.Length;i++)
                    {
                        WMP_EATEN_GHOST_Array[i] = new WMPLib.WindowsMediaPlayer();
                        WMP_EATEN_GHOST_Array[i].settings.autoStart = false;
                        WMP_EATEN_GHOST_Array[i].URL = "D:\\Programming\\SFX\\EATEN_GHOST\\Hit_55.wav";

                        
                        WMP_EATEN_PILL_Array[i] = new WMPLib.WindowsMediaPlayer();
                        WMP_EATEN_PILL_Array[i].settings.autoStart = false;
                        WMP_EATEN_PILL_Array[i].URL = "D:\\Programming\\SFX\\EATEN_PILL\\Hit_43_s.wav";

                        
                        WMP_EATEN_POWERPILL_Array[i] = new WMPLib.WindowsMediaPlayer();
                        WMP_EATEN_POWERPILL_Array[i].settings.autoStart = false;
                        WMP_EATEN_POWERPILL_Array[i].URL = "D:\\Programming\\SFX\\EATEN_POWERPILL\\Hit_49.wav";

                        
                        WMP_KILLED_BY_GHOST_Array[i] = new WMPLib.WindowsMediaPlayer();
                        WMP_KILLED_BY_GHOST_Array[i].settings.autoStart = false;
                        WMP_KILLED_BY_GHOST_Array[i].URL = "D:\\Programming\\SFX\\KILLED_BY_GHOST\\Hit_55.wav";

                    }

So with these set up, here's the code which plays the sound:


		public void PlayPCM_WindowsMediaPlayer_FX(string effectIn)
		{
			int i=-1;
			bool found = false;
			
			if(soundEnabled)
			{
				switch(effectIn)
				{
					case "KILLED_BY_GHOST":
						// 1.	Choose a media player which is not playing.
						i = 0;
						do
						{
							if(WMP_KILLED_BY_GHOST_Array[i].playState == WMPLib.WMPPlayState.wmppsPlaying)
							{
								// Keep looking
								i++;
							}
							else
							{
								found = true;
							}
						} while( (i<WMP_KILLED_BY_GHOST_Array.Length) && (!found));
						// Now 'i' holds the index of the player which is not playing.
						
						// 2.	Play effect					
						if(found)
						{
							Thread thread = new Thread(new ThreadStart( WMP_KILLED_BY_GHOST_Array[i].controls.play ));
							thread.Start();
												
						}
						break;
						
					case "EATEN_PILL":
						// 1.	Choose a media player which is not playing.
						i = 0;
						do
						{
							if(WMP_EATEN_PILL_Array[i].playState == WMPLib.WMPPlayState.wmppsPlaying)
							{
								// Keep looking
								i++;
							}
							else
							{
								found = true;
							}
						} while( (i<WMP_EATEN_PILL_Array.Length) && (!found));
						// Now 'i' holds the index of the player which is not playing.
						
						// 2.	Play effect	
						if(found)
						{					
							
							Thread thread = new Thread(new ThreadStart( WMP_EATEN_PILL_Array[i].controls.play ));
							thread.Start();
									
						}
						
						break;
					case "EATEN_GHOST":
						// 1.	Choose a media player which is not playing.
						i = 0;
						do
						{
							if(WMP_EATEN_GHOST_Array[i].playState == WMPLib.WMPPlayState.wmppsPlaying)
							{
								// Keep looking
								i++;
							}
							else
							{
								found = true;
							}
						} while( (i<WMP_EATEN_GHOST_Array.Length) && (!found));
						// Now 'i' holds the index of the player which is not playing.
						
						// 2.	Play effect					
						if(found)
						{
							Thread thread = new Thread(new ThreadStart( WMP_EATEN_GHOST_Array[i].controls.play ));
							thread.Start();
									
						}
						break;
					case "EATEN_POWERPILL":
						// 1.	Choose a media player which is not playing.
						i = 0;
						do
						{
							if(WMP_EATEN_POWERPILL_Array[i].playState == WMPLib.WMPPlayState.wmppsPlaying)
							{
								// Keep looking
								i++;
							}
							else
							{
								found = true;
							}
						} while( (i<WMP_EATEN_POWERPILL_Array.Length) && (!found));
						// Now 'i' holds the index of the player which is not playing.
						
						// 2.	Play effect					
						if(found)
						{
							Thread thread = new Thread(new ThreadStart( WMP_EATEN_POWERPILL_Array[i].controls.play ));
							thread.Start();
												
						}
						break;
				} // switch
			} // soundEnabled
		}		

It's pretty clunky I know, but it worked at the time - well enough anyway. Can anyone see anything which would explain why I get a screen flicker?

My threading expertise is really basic at the moment.

Thanks in advance blink.png

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Starting a thread for each sound played seems really heavyweight. Why do you even need to use threads here? (I'm not familiar with the WindowsMediaPlayer API). How many threads are running when this problem happens?

Just from a quick glance at the code, I think I already see a threading bug. You're checking for (playState == WMPLib.WMPPlayState.wmppsPlaying). When would a player actually enter that state? I assume it's when the play delegate is called. But there's no guarantee that it has been called by the time thread.Start() returns. So you could easily enter this code again, and a choose player which is not wmppsPlaying but already has a thread started for it.

Thanks Phil. The only reason I'm using threads is that when I play without a thread all execution waits for the sound to finish. Can you recommend a simple method I could use? I thought that sound playing had to be done via threading due to the wait issue, but I could be very wrong here!

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