Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@iquest.net (Mario Perdue) Newsgroups: scea.yaroze.programming.sound Subject: Re: SsVabTransfer() and sound memory Date: Wed, 02 Jul 1997 18:45:07 GMT Organization: SCEA Net Yaroze News Lines: 34 Message-ID: <33baa133.15445014@205.149.189.29> References: <33BA06F6.7B6E@ix.netcom.com> NNTP-Posting-Host: firewall.hrtc.net X-Newsreader: Forte Free Agent 1.1/32.230 Spellweaver, I checked with Sony and received the following reply from Brian Dawson. ---------- SsVabTransfer does copy the Vab Body into SPU Ram and is nonblocking, so immediatly after SsVabTransfer returns the memory region occupied by the Vab Body my be used. The Vab Header is constantly referenced so this must remain intact following a SsVabTransfer. I suspect that in this case the Vab Header is being overwritten along with the Vab Body. I hope that helps, Mario On Wed, 02 Jul 1997 02:44:54 -0500, Spellweaver wrote: >The SsVabTransfer() function description states that it >"...transmits the sound source data (VB data)... to the SPU >sound buffer." I thought that this implied that the data >would be transferred into the private memory used by the SPU, >but I found that if I later reuse the memory that contained >the sound data, the sounds will not play properly (actually, >they don't play at all). >Does this function not actually copy the data? Or perhaps >it returns before the copy is actually completed? I can >get my code to work well enough, but I'd like to be able to >free up the memory if it isn't needed for the lifetime of >the program.