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Just want to check on this one.

Since everything is of type ‘Sound’, does that mean that sync point callbacks will now work on any type of sound, including samples loaded into memory (in particular samples that have had sync points added to them by an external program such as Sound Forge)?

If so, will this also work for samples that are stitched together in an fsb file, and loaded as a ‘sound bank’?

I’m thinking of a situation where you have a bunch of voice samples that have sync points in them to sync facial animations to. The sync points would be added to the actual wav file (using Sound Forge). Then all the samples would be packed into an fsb, and loaded into memory (rather than being streamed).

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That’s cool.

Just out of curiosity – I suppose the new fsbank tool compiles fsb’s into a format incompatible with fmod3?

The ability to retain sync information would be a good feature to have – but we’re still using fmod3 for our current projects

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