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Sounds playing at wrong speeds
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[quote][b][/b] wrote: Reinstalled everything, same issue. Made a small self contained example, tested it on various PCs. Same issue on all of them (Win 10, Win 8.1, Win 7). [b]How does the first (concurrent) sound (instance) differ from subsequent play calls (with DirectSound)?[/b] EDIT: Tried different sound formats/ rates/ bits... as well, no luck. EDIT 2: I've tried forceReloadAtNextUse() on sound.getSoundSource() (nothing changed) and compared data of its SoundSource itself. [code]DLLFUNC int irrKuGetSoundSourceData(ISound* snd, char* cname, int* istreamMode, int* channelCount, int* frameCount, int* sampleRate, int* sampleSize) { ISoundSource *source = snd->getSoundSource(); if (!source) return 0; strcpy(cname,source->getName()); E_STREAM_MODE estreamMode = source->getStreamMode(); *istreamMode = (int)estreamMode; SAudioStreamFormat format = source->getAudioFormat(); *channelCount = format.ChannelCount; *frameCount = format.FrameCount; *sampleRate = format.SampleRate; *sampleSize = format.getSampleSize(); return 1; }[/code] No changes on the data as expected. EDIT 3: Although it's probably clear and obvious that the error happens on play and not with the SoundSource, I've tried addSoundSourceFromMemory (copyMemory true/ false) as well. [b]EDIT 4: Could it be that no one else has reported this problem so far as I'm using the irrKlang-"lib-1.5.0-vs2015-32bit-mt" library you sent me (in January 2016)?[/b][/quote]
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