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Is it possible to build an FEV that triggers sound assets that don’t reside within an FSB?

Thanks…

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The assets would probably be ogg files, and the reason I’m asking is because we are concerned that managing files in banks like this might be more suited for a level-based game, as opposed to one in which content can get loaded in and out almost constantly. I think the programmers are thinking that it might be easier to manage the memory usage if they deal with sound files on an individual basis.

Is there any merit to this concern, or is it just that there’s something we aren’t understanding about the way FSB banks can work for our particular use?

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