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FMOD Error When Playing Sound


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#1 noodlyappendage   Members   -  Reputation: 130

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Posted 26 May 2014 - 07:36 PM

When trying to play a sound via FMOD, I am getting the following error:

 

FMOD_ERR_FILE_COULDNOTSEEK
"Couldn't perform seek operation. This is a limitation of the medium (ie netstreams) or the file format."
 
 
A few strange things about this:
 
  • This only happens when I load the sound from memory. When I load it from the file directly, it works fine. I verified that the memory buffer contains the same data as the file, by writing the byte array to a file and comparing the two with a show difference tool.
  • It is an ogg file, just like all the rest of the sounds I am using. This is the only one that has this problem though.
  • It works fine the first time the sound is played. Any subsequent attempt to play the sound generates this error.
 
 
I'm pretty new to FMOD, and I'm not finding much about this with google, so I'm pretty lost here... Any assistance would be greatly appreciated.
 
 
Here is the code I am using to load the sound from memory:
int CFMODAudioPlayer::loadAudioFile(std::string audioname, char* buffer, int bufferSize)
{
	FMOD::Sound* audioStream;
	
	FMOD_CREATESOUNDEXINFO audioInfo;
	memset(&audioInfo, 0, sizeof(FMOD_CREATESOUNDEXINFO));
	audioInfo.cbsize = sizeof(FMOD_CREATESOUNDEXINFO);
	audioInfo.length = static_cast<unsigned int>(bufferSize);

	system_->setStreamBufferSize(65536, FMOD_TIMEUNIT_RAWBYTES);

	FMODErrorCheck(system_->createStream(static_cast<const char*>(buffer), FMOD_OPENMEMORY, &audioInfo, &audioStream));

        int id = sounds_.size();

        audioNameIDMap_[audioname] = id;

        sounds_.push_back(audioStream);

        channels_.push_back(NULL);

        return id;
}
 

And here is the code I am using to play the sound:

void CFMODAudioPlayer::playAudio(std::string audioname)
{
	int index = audioNameIDMap_[audioname];

	FMOD::Channel* channel;

	FMODErrorCheck(system_->playSound(FMOD_CHANNEL_FREE, sounds_[index], false, &channel));

	channels_[index] = channel;
}


Edited by noodlyappendage, 26 May 2014 - 07:44 PM.


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#2 bpaterson   Members   -  Reputation: 143

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Posted 31 May 2014 - 11:29 PM

What happens if you use createSound rather than createSteam?

what happens to the memory after you call loadAudioFile?  If you free it or it goes out of scope somehow, then if fmod is streaming from that memory, it will be streaming from invalid/freed data.



#3 noodlyappendage   Members   -  Reputation: 130

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Posted 03 June 2014 - 06:34 PM

What happens if you use createSound rather than createSteam?

what happens to the memory after you call loadAudioFile?  If you free it or it goes out of scope somehow, then if fmod is streaming from that memory, it will be streaming from invalid/freed data.

 

I was deleting the buffer right after loading the audio. I changed it to store the buffer in my AudioPlayer class instead and it's working now! Thanks!

 

Still not sure why every other sound worked just fine as those buffers were deleted too, not to mention that this sound would play correctly the first time, but it's working now so I guess I won't dwell on it.






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