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Sounds playing at wrong speeds
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Enter the missing letter in: "Internati?nal"
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[quote][b]superku[/b] wrote: Hello! I'm using irrKlang for my game running on the Gamestudio A8 engine (32 bit), written in lite-C. My irrKlang wrapper is written in C++ using Visual Studio Community 2015 (and irrKlang-lib-1.5.0-vs2015-32bit-mt). It's a Windows only game. I create the sound engine like this: createIrrKlangDevice(ESOD_AUTO_DETECT, 0, 0); // update function in 2nd thread It picks DirectSound8 on my machine (Win 10 64bit). Sounds are played as follows: irrKuEngine->play2D(file, loop, true, true, ESM_AUTO_DETECT, false); // ogg files only, longer than a second I have a slow motion/ focus ability which slows down (to 0.5 speed) most sounds as well (or speeds them up back to 1.0 again), using setPlaybackSpeed(). Oftentimes however, when a sound has been played at speed < 1.0, subsequent play2D calls of the same file will be [b]played at some low speed erroneously[/b] (between 0.5 and 1.0 - always the same speed then though), although the focus speed has already been lerped back to 1 again (meaning it's started at and set to a playback speed of 1). getPlaybackSpeed() returns 1.0 for those sounds. They will be played at the wrong speed up until all instances of that sound (file) have stopped (isFinished-> drop), then the speed will be correct (1.0) again on the next call(s). EDIT: >I'm not using SoundSources for now.< The problem happens on multiple/ different sound files, seemingly at random. Can you reproduce and look into this? It may take only 10 or up to 100-200 play2D calls for the problem to appear. I hope it's not some internal DirectSound8 issue. Thanks for reading.[/quote]
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