Path: chuka.playstation.co.uk!news From: Jim Newsgroups: scee.yaroze.programming.sound Subject: Re: Help! Date: Tue, 21 Apr 1998 20:25:39 +0100 Organization: Mobius Codeworks Ltd. Lines: 89 Message-ID: <353CF2B3.61CCDAFE@codeworks.demon.co.uk> 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> <353C56B4.30D5@dial.pipex.com> NNTP-Posting-Host: codeworks.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (WinNT; I) Chris, My problem (one of them anyway) was cause by a memory leak knobbing memory and the .vh portion resident in main memory. As far as I know you don't have to keyoff a sample once its played. I just trigger effects on and let them play to completion. Whether this is correct I don't know, but at present it's not causing any difficulties. I guess it could be waiting for me to lower my guard before it rears it head though.. :-) Regards Jim Chris Chadwick wrote: > > 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