The problem we were having was never pinned down 100% to one particular thing, but band events certainly seemed to be contributing significantly. Our performance tests showed big CPU spikes each time a segment was triggered with a new band event, and somehow there was a cumulative effect which had a big impact on the overall frame rate. When we removed band events from the segments the spikes disappeared. We defined the band globally by having a segment play right at the start containing just a band event and triggering the first Primary Segment. As long as you don't recreate the audiopath or change any band settings you don't need to create the band again after that. I guess it's only a problem if you are re-assigning pchannels as you go along, but I've never needed to do that. Hope that helps, Ciaran -----Original Message----- From: directmusic-bounce@xxxxxxxxxxxxx [mailto:directmusic-bounce@xxxxxxxxxxxxx]On Behalf Of Paul Stroud Sent: 27 February 2003 10:59 To: directmusic@xxxxxxxxxxxxx Subject: [directmusic] Ciaran - you mentioned... ..that band tracks were giving you and your dev team a few problems - causing some glitch? If you don't mind going over the same subject again; what was the problem? And how did you sort it? I seem to remember that you globally declared a band instead of use band tracks on each segment. Is this right? Did you need to play a Band track at least once? Is this how you globally declare a band? Anyone else had problems with this sort of thing?