If large data is loaded by using a file system provided by a platform, data load processing occupies the resource for a long time and audio stops during streaming playback.
In CRI File System, each data is loaded after being divided into 1-megabyte units, and therefore, game data can be loaded without interrupting audio playback.
Even when audio playback is not performed, data is divided and loaded, but due to the cache function on the disc drive, data can be loaded at a speed equivalent to bulk load processing.
For details, see the sample program in Reading Data in Background while Playing Sound .
D-BAS is available, which is a mechanism included in CRI Audio and allows high-speed load of game data.
During stage change of a game, usually, only one BGM data is used for streaming playback.
In that case, by using the buffer for dialogue data or environment sound data used for streaming playback in the stage and playing back a single BGM data, the frequency of loading audio files can be reduced and game data can be loaded at high speed.
For specific examples, please refer to the sample programs 'criatom_samples_playback_awb_with_data_load.'