Comments (8)
Oh, so it really does forcibly Play no matter what? That probably sounds heavenly when a PC can't play things:
https://github.com/flibitijibibo/FNA/blob/master/src/Media/Xiph/Song.cs#L314
This will take a fair amount of work to fix, because our internal Update depends very much on the idea of it stopping once we've hit the end of the buffer list:
https://github.com/flibitijibibo/FNA/blob/master/src/Audio/DynamicSoundEffectInstance.cs#L273
My recommendation is to either submit a couple buffers before playing or use BufferNeeded (the latter of which is what they wanted you to do anyway):
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Yeah, this almost seems like one of those things where maybe being accurate to XNA4 isn't the best idea in the world. On the other hand, I do see why they went for this solution, in a threaded situation the sound may stop before your background thread filling buffers adds more, cutting off the sound entirely, which would be undesirable.
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On the bright side, this did get me to look at the documentation one more time as well as AL accuracy:
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Found my way here from playing Gnomoria under OS X, in which the sound cuts out consistently. Is this related? Is there a better place to bring up this bug/behavior?
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I doubt it - the Gnomoria DynamicSoundEffectInstance only affects the music tracks, and cutouts there would mean skipping to entirely different songs. Odds are it's because the Mono runtime's garbage collector is halting all the threads, but that should only be for Boehm... the runtime I gave Rob uses SGen instead. In any case, that's more indicative of bad CPU or memory performance, rather than an issue with FNA's audio playback functionality.
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Did you manage to work around this for MidBoss? I might be able to check this out for FNA 1.0 if I have time, but if you have the game working again then I'll just copy this issue over when recreating the repository and we'll deal with it later.
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Yeah I wound up scrapping the system I had because I found out I could use Renaud's OggStreamer stuff. Unlike MonoGame, it runs fine alongside FNA, so I'm good.
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Turns out this wasn't terribly hard to fix anyway:
Now I can see why having it always Playing can be helpful, but detecting when it's stopped is kind of awful. Oh well...
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Related Issues (20)
- shader normalmap not work HOT 3
- Can't run on machine without audio device HOT 9
- [OpenGL] VMware/VBox Support? HOT 7
- [MojoShader] MOJOSHADER_glSetVertexAttribDivisor causes 'System.AccessViolationException' on some computers HOT 3
- [Keyboard] Proposal for Keyboard.GetLayoutEXT() HOT 1
- Microsoft.Xna.Framework.Input.GamePad.INTERNAL_AddInstance throws "An element with the same key already exists in the dictionary" HOT 2
- Triangle color is wrong with fairly simple shader + access violation exception HOT 7
- Unable to load a texture (.PNG) from stream HOT 9
- Initialization order mishap HOT 3
- GraphicsDeviceManager never set in Game HOT 1
- GL Object Disposal Wrappers are not thread-safe HOT 3
- OpenGL 3.2+ Core Profile support HOT 4
- Starting game in full screen bug HOT 8
- Null reference when disposing sound effect after checking sound device exists HOT 5
- [QUESTIONS] learning, using FNA HOT 3
- More spec-compliant Touch Support HOT 34
- FNA Binary Release HOT 1
- RasterizerState.MultiSampleAntiAlias not implemented HOT 8
- Set Render Target to Another Window HOT 2
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