I would like to give the users the option to force sounds (2D/3D) to be played in fmod software mode.
First I set the hardware channels to 0 (setHardwareChannels(0,0,0,0) ). But in this case the Sounds created with FMOD_HW doesn’t play. Then I tried to give a “high value” to the min2d/min3d (setHardwareChannels(1000,10,1000,10)) but this doesn’t works either. ( = I have no hardware channel )
In both case If I create sounds with FMOD_SOFTWARE it works well, but I can’t set an event to software mode AFAIK.
The setHardwareChannels’s documentation says that : “This way you can guarantee and assume a certain number of channels for your application and always allocate with FMOD_HARDWARE | FMOD_3D without fear of the playsound failing. ” This is true it doesn’t fails but it doesn’t plays either. (IsPlaying returns false too)
Have I misunderstood or missed something?
- kocsisa asked 11 years ago
I’ve just tried it, but I think it doesn’t work correctly.
I’ve modified the VirtualVoices example:
and the created the sound with FMOD_HARDWARE
It shows that random selected channels are playing and if I move the listener they are not updated.
Sorry to bother you again.
Thanks for the quick fix, it works for me now.
But I have still no luck with playing an event in software.
When I set hardware channels to 0 and call the start on an event it returns FMOD_ERR_INVALID_PARAM.
In the wavebank the sound’s “Used” property says HW 3D, I can force it to HW SW 3D by using the sound with a DSP and then maybe I can start it in software (I didn’t tried this) but this is not a too elegant way to do it.
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