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Sounds playing at wrong speeds
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Enter the missing letter in: "Internat?onal"
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[quote][b][/b] wrote: [quote]Are you sure that 'speed' parameter of yours is set correctly, always?[/quote] Yes, sure. getPlaybackSpeed() returns the correct speed value as well. I'm always only using the irrKuPlay2D2() function to play my sound effects. Despite all the drawbacks of using ESOD_WIN_MM the speed modulation works correctly with that driver. I just noticed something else though (ESOD_DIRECT_SOUND_8): When I play a sound file and there's no other instance of that sound effect running, getPlayPosition() and getPlayLength() return the correct values. However, subsequent play2D calls (all of them) will [b]return -1 for getPlayPosition[/b] (but the correct length, and isFinished() still works for them). This continues until all instances of that sound file have stopped (meaning it can show -1 for all instances and no correct PlayPosition for any of them). Afterwards the first instance will show the correct PlayPosition again. Using ESOD_WIN_MM getPlayPosition() returns the correct position for all instances. [code]//! returns the current play position of the sound in milliseconds. /** \return Returns -1 if not implemented or possible for this sound for example because it already has been stopped and freed internally or similar. */ virtual ik_u32 getPlayPosition() = 0;[/code] What does that all mean for me and that issue?[/quote]
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