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<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Audio/XACT</title><link>http://forums.xna.com/forums/33.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Re: Problem with manually looping xWMA file</title><link>http://forums.xna.com/forums/thread/232145.aspx</link><pubDate>Tue, 29 Sep 2009 10:48:02 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:232145</guid><dc:creator>anky</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/232145.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=33&amp;PostID=232145</wfw:commentRss><description>hello, how can i recalculate packet data?&lt;br /&gt;
&lt;br /&gt;
are you talking about&lt;br /&gt;
&lt;em&gt;In addition, when streaming an xWMA file a few packets at a time, the
application should subtract
&lt;strong&gt;pDecodedPacketCumulativeBytes&lt;/strong&gt;[&lt;strong&gt;PacketCount&lt;/strong&gt;-1] of the previous
packet from all the entries of the currently submitted packet&lt;/em&gt; (C) DirectX help&lt;br /&gt;
&lt;br /&gt;
i tried to recalculate as followed but nothing happens to my playback.. I still get &lt;em&gt;e:\dxsdk\aug09\audio\wma\codecv10\wmaudio\decoder\msaudiodec.cpp(2291) : *** TRACE *** code = 0x6!&lt;/em&gt;&lt;br /&gt;</description></item><item><title>Re: Problem with manually looping xWMA file</title><link>http://forums.xna.com/forums/thread/186435.aspx</link><pubDate>Fri, 05 Jun 2009 17:54:51 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:186435</guid><dc:creator>phoo</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/186435.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=33&amp;PostID=186435</wfw:commentRss><description>&lt;span style="background-color:#f4f7f5;"&gt;How are you handling the seek table data? That will need to be recalculated for each partial submit.&lt;/span&gt;</description></item><item><title>Re: Problem with manually looping xWMA file</title><link>http://forums.xna.com/forums/thread/180483.aspx</link><pubDate>Wed, 20 May 2009 04:38:57 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:180483</guid><dc:creator>GameDevDude</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/180483.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=33&amp;PostID=180483</wfw:commentRss><description>&lt;span style="background-color:#f4f7f5;"&gt;StevenRS, &lt;br /&gt;
&lt;br /&gt;
I&amp;#39;ve run into the same problem. Have you figured out a solution to this?&lt;br /&gt;
&lt;br /&gt;
Does anyone know of a work around? What does the *** TRACE *** code = 0x6 error mean anyway?&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
-Dude&lt;br /&gt;
&lt;/span&gt;</description></item><item><title>Problem with manually looping xWMA file</title><link>http://forums.xna.com/forums/thread/148740.aspx</link><pubDate>Wed, 11 Mar 2009 13:45:22 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:148740</guid><dc:creator>StevenRS</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/148740.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=33&amp;PostID=148740</wfw:commentRss><description>I have a problem with manually looping xWMA files. DirectX documentation suggests that if xWMA data is submitted as more than one buffer (as in case of streamed files), then the sound can only be
looped manually by resubmiting the series of xWMA buffers. Consider the following code:&lt;br /&gt;
&lt;br /&gt;
XAUDIO2_BUFFER buffer = { 0 };&lt;br /&gt;
buffer.pAudioData = someData; // someData contains the whole xWMA file data chunk.&lt;br /&gt;
buffer.AudioBytes = someDataSize;&lt;br /&gt;
&lt;br /&gt;
XAUDIO2_BUFFER_WMA bufferWma = { 0 };&lt;br /&gt;
bufferWma.pDecodedPacketCumulativeBytes = someWmaData; // whole dpds chunk.&lt;br /&gt;
bufferWma.PacketCount = numWmaPackets;&lt;br /&gt;
&lt;br /&gt;
myVoice-&amp;gt;SubmitSourceBuffer( &amp;amp;buffer, &amp;amp;bufferWma ); // myVoice is IXAudio2SourceVoice*.&lt;br /&gt;
myVoice-&amp;gt;SubmitSourceBuffer( &amp;amp;buffer, &amp;amp;bufferWma );&lt;br /&gt;
buffer.Flags = XAUDIO2_END_OF_STREAM;&lt;br /&gt;
myVoice-&amp;gt;SubmitSourceBuffer( &amp;amp;buffer, &amp;amp;bufferWma );&lt;br /&gt;
&lt;br /&gt;
In this example, the whole file is loaded and looped manually. The first buffer is always played OK, but for every other buffer I get the following trace:&lt;br /&gt;
e:\dxsdk\nov08\audio\wma\codecv10\wmaudio\decoder\msaudiodec.cpp(2291) : *** TRACE *** code = 0x6!&lt;br /&gt;
&lt;br /&gt;
Same thing occurs when I split the file into several buffers (then the trace usually pops up when the second buffer of every loop iteration is being played back), but in this case there is an additional problem: OnBufferEnd callback is not called for some buffers and I suppose it is related to that trace. Does anybody has an idea why this may happen?&lt;br /&gt;</description></item></channel></rss>