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Hi:

–When defining loop with setLoopPoints I am whereupon I have it to define in the sound and the channel. If I use channelA.setLoopPoints loop is not listened to, loop in getPosition is only “seen” (the time does loop), the sound follows normally.
If I use soundA.setLoopPoints loop is listened to perfectly, but the time shown by channelA.getPosition shows to me that the time but does not do loop that continues.
The only way of which it works correctly is to define soundA.setLoopPoints and channelA.setLoopPoints. He is not a little redundant to have to also define loop in the sound and in the channel?
getPosition, would not have to be a property of the sound instead of being of the channel?

–Another question: That it differentiates it has between NOT USING MOD.MODE.CREATESTREAM and using MOD.MODE.CREATESAMPLE?
I am using createSound WITHOUT FMOD.MODE.CREATESTREAM, that is that I am loading the sound in memory. This delay a considerable time until he is ready, for this use getOpenState. So…

— There is some way of which the parameter “percentbuffered” gives back the percentage of the progress of load with FMOD_NONBLOCKING in sounds that are not of Internet?

Tanks.

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[quote:7mhkcu08]–Another question: That it differentiates it has between NOT USING MOD.MODE.CREATESTREAM and using MOD.MODE.CREATESAMPLE?
I am using createSound WITHOUT FMOD.MODE.CREATESTREAM, that is that I am loading the sound in memory. This delay a considerable time until he is ready, for this use getOpenState.[/quote:7mhkcu08]

Bad explained of my…

createSound WITHOUT FMOD.MODE.CREATESTREAM = FMOD.MODE.CREATESAMPLE?

and

createSound WITHOUT FMOD.MODE.CREATESTREAM = FMOD.MODE.OPENMEMORY?

have any difference?

[quote:7mhkcu08]
— There is some way of which the parameter “percentbuffered” gives back the percentage of the progress of load with FMOD_NONBLOCKING in sounds that are not of Internet? [/quote:7mhkcu08]

Brett says:
[quote:7mhkcu08]Where does it ssay it has anything to do with the internet. It is just the percent buffered of the stream buffer, as it says in the documentation. [/quote:7mhkcu08]

Of course, you are right! But, have any way of implement the percent buffered as “percent loaded” in this case (NOT internet streaming sounds)?
It is good for sounds that have longs time of load. Something like “percent of decompress in memory”. 😛

Tanks.

(Sorry if my english is bad)

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Other question:
There is some significant difference of speed when doing Channel::setPosition with System::createSound or System::createStream? Or when doing System::playSound, some of both offers minor latency supposing that they have the same amount of assigned buffer?

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