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Originally Posted by DiNoGames
Maybe decoding 320kbps music is too CPU expensive to allow games to run. I am sure Microsoft will test this all out well before they release the final XNA 3.0... I guess right now we have to live with such "issues"... don't forget, XNA is just a CTP... which you can compare to a early Beta version.
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Just wanted to note that I've several other games while listening to music ripped at 320...so this seems to be isolated to Running Man. Strange. Perhaps the sound files for this particular game at a higher bitrate than others and that's what's causing the problem(?) Anyways, it's still in my top 3 favorites right now. Can't wait for a more update and/or final version.