[directmusic] Re: downloading problems again

  • From: "Todor Fay" <todor@xxxxxxxxxxxxx>
  • To: <directmusic@xxxxxxxxxxxxx>
  • Date: Sat, 16 Nov 2002 21:46:43 -0800

That makes sense. Even though you "stop" the strings, they have a tail
that fades out, so the stop is not instantaneous. 

-----Original Message-----
From: directmusic-bounce@xxxxxxxxxxxxx
[mailto:directmusic-bounce@xxxxxxxxxxxxx] On Behalf Of Scott Morgan
Sent: Saturday, November 16, 2002 7:28 PM
To: directmusic@xxxxxxxxxxxxx
Subject: [directmusic] Re: downloading problems again


Both methods cut off the strings, one just does it a beat earlier to
give a
beat of time before I call play.

The call to Groove1Intro.stop  stops the strings.

My big problem is the call to .play was failing if I did it immediately
after the load/unload calls

I'm still getting some overlap in memory. I have a spike that goes a
little
bit over my allotted memory.  Its not as bad now since I got both
segments
down to 9MB instead of 9 and 10.

-Scott Morgan
http://Morganstudios.com


----- Original Message -----
From: "Todor Fay" <todor@xxxxxxxxxxxxx>
To: <directmusic@xxxxxxxxxxxxx>
Sent: Saturday, November 16, 2002 11:17 PM
Subject: [directmusic] Re: downloading problems again


>
> This makes sense. Even though the Unload call is immediate, the
freeing
> of the wave memory can be asynchronous if anything is still playing.
Any
> waves that are still in use will wait until they stop before
unloading.
> This makes for a glitch free performance, but it means that memory can
> be lingering in use when you think it is free.
>
> Todor
>
> -----Original Message-----
> From: directmusic-bounce@xxxxxxxxxxxxx
> [mailto:directmusic-bounce@xxxxxxxxxxxxx] On Behalf Of Scott Morgan
> Sent: Saturday, November 16, 2002 12:55 PM
> To: directmusic@xxxxxxxxxxxxx
> Subject: [directmusic] Re: downloading problems again
>
>
> I got it working, I had to cut off my strings that were playing on
beat
> 4 of
> the last measure of the intro.  I put a call to unload and download
> there
> and a call to play on measure 9 beat 1, so there's a quater note rest
> before
> the normal music starts.
>
> -Scott Morgan
> http://Morganstudios.com
>
>
> ----- Original Message -----
> From: "Scott Morgan" <scott@xxxxxxxxxxxxxxxxx>
> To: <directmusic@xxxxxxxxxxxxx>
> Sent: Saturday, November 16, 2002 2:25 PM
> Subject: [directmusic] downloading problems again
>
>
> > Hey,
> >
> > Should I expect this to work?
> >
> > sub PlayGroove1
> >  Groove1Intro.stop
> >  Groove1Intro.UnloadSoundData             (about 10 MB)
> >  Groove1.DownloadSoundData                (about  9MB)
> >  Groove1.play
> > end sub
> >
> > On slower systems it plays nothing most of the time while on faster
> systems it usually plays.  I'm unloading about 10 MB and loading about
9
> MB.
> Its failing consistently on my AMD 800 w/XP Pro, while my AMD 1G
> w/W2kSP3
> plays it fine most of the time.  When it fails, a second call to
> Groove1play
> a moment later (through a DMDemo button) always works.
> >
> > Before this I have been making sure there is time between my calls
to
> download, unload, and play.  Then I found the above routine was
working
> so I
> started doing it that way.  oops :)
> >
> > It woulld be nice if it was reliable because the workaround is to
play
> some music that has only common instruments and try to unload an
> download
> during that segment.  Unfortunately I didn't write the music that way
> this
> time.
> >
> > -Scott Morgan
> > http://Morganstudios.com
> >
> >
>


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