Path: chuka.playstation.co.uk!news From: Jim Newsgroups: scee.yaroze.programming.sound Subject: Re: Help! Date: Mon, 09 Mar 1998 16:30:59 +0000 Organization: Mobius Codeworks Ltd. Lines: 40 Message-ID: <35041942.87D5BB59@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> Reply-To: jim@codeworks.demon.co.uk NNTP-Posting-Host: 193.132.195.245 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (WinNT; I) 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