Windows/Latest FMOD Studio 1.08/Visual Studio Community 2015
I’ve setting up FMOD at 44,100/22,050 khz, from 1000 to 128 channels but some users still get audio popping issues when they’re live streaming the game, regardless of the initial settings.
Even if just streaming one looping audio event, there are occasional blips, as though a buffer wasn’t fully loaded or wrapped incorrectly?
I don’t think they are audible to the user (and thus maybe not even FMOD’s problem) but the capturing device can’t seem to capture the audio correctly and I’m really not sure why?
It isn’t a specific OBS issue since some people can stream it fine and others can’t. But the ones who can’t stream it, can still stream other games with perfect audio. So I don’t think its their setup that is flawed.
I’m really struggling - Any ideas?
EDIT: I’m trying setDSPBufferSize now to see if I can dial in a better setting for some users. It doesn’t appear to help to popping, to double buffer size and num buffers.
What else can I try?
EDIT 2: Seems the popping is coming from the mic/headset device but if it only happens with my game, what can I determine? Is the default thread priority for FMOD going to be set to high? highest? Should I try to manually set thread priority to solve a problem that now seems to be coming from another device? Should I give the user the ability to select these things? If so, what should I default them to?