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 > > > > >