Path: chuka.playstation.co.uk!news From: Chris Chadwick Newsgroups: scee.yaroze.programming.sound Subject: Re: Help! Date: Tue, 21 Apr 1998 01:20:04 -0700 Organization: PlayStation Net Yaroze (SCEE) Lines: 74 Message-ID: <353C56B4.30D5@dial.pipex.com> References: <3501FF35.B85A176F@codeworks.demon.co.uk> <35037E50.B938CA54@netmagic.net> <3503C715.28C1E454@codeworks.demon.co.uk> <3503F79E.33B6@Playstation.sony.com> <35041942.87D5BB59@codeworks.demon.co.uk> NNTP-Posting-Host: ai148.du.pipex.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.02 (Win95; I; 16bit) Hi, I wrote the following plea for help before logging on and reading this thread where Jim seems to be experiencing the same problems as me (see below). Can no one really solve these probs? I hope someone can as it's driving me gzzzNUTS! Anyway, here goes... I've run into a few problems getting sound to work reliably. At first I couldn't get SsVabTransfer() to work (it just kept locking up) until I disabled putting the stack in the DCache. This seemed to do the trick. Anyone know why I cant use a DCache stack with SsVabTransfer? Does it make excessive use of the stack for some reason and take it over the 1K DCache limit? Im now also getting another problem when using SsUtKeyOn() to play sound FX. The sounds play fine for a short time and then everything just locks up for no apparent reason (I think mainly when lots of sounds get keyed on together). I tried monitoring the voice numbers returned by SsUtKeyOn in case it was going over the 24 available voices or something, but it doesn't seem to be. I'm not using SsUtKeyOff because I just want each effect to play to the end and stop. Is this right? I've only just started playing with sound so anyone in the know who can sort this for me, I'd really appreciate it! Thanks in advance, -Chris Jim wrote: > > Dev Support wrote: > > > > Our sound man says > > > > (1) Once the VB data has been transferred to SRAM, > > the vb can be happily overwritten, but the vh must remain > > intact in RAM. > > OK that's what I'm doing at present, so there should be no problems > there. (Or so I would assume. ) > > > > > > > How reproducible is your problem? > > It's reproducible to the point that I know the game will crash at a > certain point, when I'm under heavy fire, therefore lots of sound > effects running at once. If I remove all the sound effect code and go > to the same point in the game, it won't crash. > > After I've keyed on an effect with no loops do I still have to key it > off again? Or will it do this for me once it has finished playing? > Will things also get a bit glitchy if I fire off more than 24 samples at > once? I don't think this is happening, but could be possible. > > >Have you tried it > > with different vh/vb files? > > Not yet. Is there a maximum size to a vb? > Would it help if I split each sound effect into a separate vb? > > >Does it happen just for certain keyons? > > > > I'm going to test this tonight.. I'll let you know.. > > Cheers > > Jim