XMA 2.0 Block Size
XMA 2.0 defines a parameter, the "block size", which is used to create a seek table. The seek table contains the number of samples in each block, so it is useful for seeking in XMA data more efficient...
XMAHAL: XMA packets need to be 2K aligned
...ine loads bank is created using AK::PhysicalAllocHook(). So does the default Stream Manager on Xbox 360. 1) Ensure your implementation of AK::PhysicalAllocHook() uses XPhysicalAlloc, with the ulAlig...
Using XMA with Interactive Music
The XMA encoder produces 384 "blank" samples at the beginning of sounds. And due to the encoder's FFT windowing process, there is also a fade-in over about 128 samples, half of which are located at th...
On the Xbox 360, how many threads are reserved for audio computing and how can we select which one is used?
...tform initialization, using AkPlatformInitSettings::threadLEngine. We are not multi-threaded on Xbox360.
CPU spike when starting a streamed sound (Xbox 360)
On the Xbox360 HDD, ::CreateFile() sometimes takes a lot of time to execute (a few milliseconds!), as if the HDD went into some sleep mode after a few seconds (~15) of inactivity. Since AK::Stream...
Audio frame size on the Xbox 360
On the Xbox 360, the audio frame size is 1024 samples at 48 KHz, which corresponds to about 21.3 milliseconds.
Do I really need to call ::XPhysicalAlloc() in my implementation of AK::PhysicalAllocHook()?
... use XMA sounds in your game, YES, you do!
XMA data is decoded by a hardware decoder on the Xbox 360, which requires that data be allocated by ::XPhysicalAlloc(). Every time the sound engine alloca...