Been messing around with FMOD for C# game development and I've hit a snag early on that I can't seem to get around. I want to do some branching audio stuff and sync some gameplay action to beats and such, so I've tried adding syncpoints to my music tracks. Here's code:
public class Music
{
private Sound music;
private Channel channel;
private IntPtr syncPtr;
public string File { get; private set; }
public Music(string file)
{
File = file;
}
public void Load()
{
music = new Sound();
Audio.System.createSound(File, MODE.HARDWARE, ref music);
}
public void Unload()
{
music.release();
}
public virtual void Play()
{
Audio.System.playSound(channel == null ? CHANNELINDEX.FREE : CHANNELINDEX.REUSE, music, false, ref channel);
music.addSyncPoint(500, TIMEUNIT.MS, "wooo", ref syncPtr);
channel.setCallback(channelCallback);
}
private RESULT channelCallback(IntPtr channelraw, CHANNEL_CALLBACKTYPE type, IntPtr commanddata1, IntPtr commanddata2)
{
if (type == CHANNEL_CALLBACKTYPE.SYNCPOINT)
Console.WriteLine("sync!");
return RESULT.OK;
}
}
And then...
m = new Music(MUS_TUTORIAL); //m is static
m.Load();
m.Play();
The song loads and plays fine... until it hits that 500ms syncpoint I added. At this point, VC# spits out the following error from within FMOD.EventSystem.update():
A callback was made on a garbage collected delegate of type 'Game!FMOD.CHANNEL_CALLBACK::Invoke'. This may cause application crashes, corruption and data loss. When passing delegates to unmanaged code, they must be kept alive by the managed application until it is guaranteed that they will never be called.
So somehow FMOD is losing track of the delegate I passed it. The Music instance that holds the delegate has not been garbage collected - I'm storing it in a static variable for now - but I've tried with a static method too to no avail. If I disable the CallbackOnCollectedDelegate MDA the error becomes a null reference exception, so the MDA isn't mistaken. I assume I must just not fully understand what FMOD is doing here.
Are any C# + FMOD gurus able to see my mistake?
Callback by Delegate Delegate provides a way to pass a method as argument to other method. To create a Callback in C#, function address will be passed inside a variable. So, this can be achieved by using Delegate.
The calling class has a preferred function that it wants run called a callback. The calling class sets the delegate to it's callback. The difference between a delegate and a callback is the perspective: The service class calls the delegate that is set to the calling classes callback.
A callback is a function that will be called when a process is done executing a specific task. The usage of a callback is usually in asynchronous logic. To create a callback in C#, you need to store a function address inside a variable. This is achieved using a delegate or the new lambda semantic Func or Action .
channel.setCallback(channelCallback);
That's the problem statement. FMod is unmanaged code. You are creating a delegate object here and passing it to the unmanaged code. Problem is, the garbage collector cannot track references held by native code. The next garbage collection will find no references to the object and collect it. Kaboom when the native code makes the callback.
You need to keep a reference yourself so this won't happen:
public class Music
{
private SomeDelegateType callback
//...
public Music(string file)
{
File = file;
callback = new SomeDelegateType(channelCallback);
}
public virtual void Play()
{
Audio.System.playSound(channel == null ? CHANNELINDEX.FREE : CHANNELINDEX.REUSE, music, false, ref channel);
music.addSyncPoint(500, TIMEUNIT.MS, "wooo", ref syncPtr);
channel.setCallback(callback);
}
You need to find the actual delegate type from the FMod wrapper code, I merely guessed at "SomeDelegateType".
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With