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I am doing something like:

getEventByIndex(&event)
event->getInfo(&name)

If i read the documentation correctly when I call getEvent FMOD loads wav data for the event.

Is there any way to get a listing of event names without loading the wavebanks? (apart from using the generated text file)

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Currently no but it wouldn’t be hard to implement. We’ll try to get it in for the next release or so.

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A further question along these lines is how can I assert that the data for an event is loaded? For our application during development I would like to treat an implicit data load such as above as a fatal error since in release this can cause glitches in our game due to unanticipated file loading or crashes due to not having enough memory to load the bank (this case is currently detectable in code).

Ideally I would like to see event->start return an error if the data has not been loaded correctly with a loadEventData or the like.

I would like at least to be able to query an event to see if it has data or not so that in our debug builds I can activly assert that I am not triggering events that don’t have data loaded.

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Yeah, this shouldn’t be a problem. We’re adding an Event::getOpenState() function that will return whether the event data is unloaded, loading, ready, playing etc. We’ll try to get it into a release asap.

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