FMODex.DLL and the application that use this crash when call FMOD_System_CreateSound for load a MIDI file
FMOD_System_SetSoftwareChannels returns an error “cannot call this function after FMOD::System::Init”, this is not present on the DOC 😉
Is possible adding for the next release (4.0.30) the following:
FMOD_TIMEUNIT_MODPATTERN for using with FMOD_Sound_GetLength and FMOD_Channel_GetPosition to retrieves the number of patterns and the currently pattern play on MOD/XM/S3M/IT files ?
The parameter “soundchannels” parameter on function FMOD_Sound_GetFormat that retrieves the number of channels of the sound (ie 1 on the MP3, OGG files, and 4, 16, 32, etc.. on MOD/S3M/XM/IT/MIDI files) ?
- CicTec asked 12 years ago
Ok than if I have a XM file with 64 channels for example what number pass at FMOD_System_Init for the number of channels of at FMOD_System_SetSoftwareChannels?
at final see you if could add one for retrives the channels of MOD and MIDI files for “simply information”, thanks
for che parameter “soundchannels” could you create new function for example FMOD_Sound_GetNumChannels that return te number of channels of the MOD/S3M/XM/IT/MIDI files ? for example if have one file with music.mod created with 4 channels this functions returns 4
I have found others bugs on some playback of MOD/S3M/XM/IT files, I coming soon some examples that demostrate this, send you this in one zip on some days.
FMOD has a FMUSIC_GetNumChannels that retrieves the number of channels within song pattern data, FMOD Ex don’t have this, this function is request on my sound engine, with this is possible checks if have allocate at the start of program the sufficient numbers of channel for playing songs correctly.
NOTE: I have found other possible bug on 4.00.29 and 4.00.30 into FMOD_Sound_GetName, if the file not have the title the function returns the name of the sound file with “Ú” (ASCII 233) before the name, for example if you have 3 files:
1) song.xm with title “my song”, FMOD_Sound_GetName returns the string “my song”
2) song.xm without title, FMOD_Sound_GetName returns the string “Úsong.xm”
3) music.mp3 without title, FMOD_Sound_GetName returns the string “Úmusic.mp3”
If che sound not have a title FMOD_Sound_GetName could simply returns the string “untitled” and you could create a new function for example FMOD_Sound_GetFileName that returns the string with the file name (ie the file loaded is “music.mp3”, the FMOD_Sound_GetFileName returns the string “music.mp3”.
Sorry but i don’t understand, FMOD Ex have functions that retrieves anyway of the MOD files (numbers of patterns, numbers of orderes, etc..) and not could retrieves the number of channels used to compose the MOD, if you create one MOD file (MOD, XM, etc…) with 16 channels, in MOD you could retrieves this into FMOD Ex no ? 😕
I developing one language of creation of games and the library of sound FMOD Ex. The programer could set the numbers of channels that game use for playing at once (for example if the game use maximum of 16 channels of sounds at once and use the format XM for music that have a 32 channels, the programe could set with an internal struct this numbers, this struct is used at the start init of the game audio engine for allocate the request channels (FMOD_System_SetSoftwareChannels and FMOD_System_Init), if later the programer try to load one file XM that have plus of 32 channels, the sistem returns an error with message “don’t have sufficient channels to play song correctly, allocate plus channels”, I used FMUSIC_GetNunChannels into my old sound library for checks this error when intent to play a song or midi. This is usefull functions on this case, into others is simply “information about features of song/midi”
About of FMOD_Sound_GetName if sound not have the name simply returns the name of files withot extention (ei, music.mp3, FMOD_Sound_GetName returns “music”), the new functions such as FMOD_Sound_GetFileName returns the complete name of sound (without path) is the user requests this
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