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Is there a way to hold a Channel without being marked as invalid?
I’ve got a game in which there are physical sounds that can be looped or one-shot. The problem I encountered is that some calls to Channel methods like isPlaying() return an error about invalid object handle passed to them. It is possible to set callback for sound stop, but then i can’t control sound properties like position, velocity, pitch etc.

The good way would be using FMOD designer, but I’m porting sound system from old low-level one.

So, can I keep a Channel instance for every logical sound instance being able to start and stop it and control its parameters?

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Thank you. I’ve just tried to use old own sound management system, but FMOD management works in a rather different way

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