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Hi,

As i see, the event system is limited to handle only one media path at a time. :( This is a very serious limitation in our case, and i’d like to ask you to ‘remove’ this limit. Ideas:
– make it possible to add more than one paths in setMediaPath (just like in ::load), or
– search for .fsb files not just in the <path> dir, but in the same dir as the referring .fev file,
– (or even in the directories of all loaded .fev files).
Any of these would solve our problem.

Background info:
In our project, we have to break the sounds info multiple .fev files, which is not a problem. But for expandability reasons, the final paths/dirs of the .fsb files cannot be pre-decided, so the .fev-s have their banks (and .wavs) within their own directory in the designer.
From this, i’d expect as normal to store the .fev and its .fsb files in the same dir (for a given add-on package for example), but it doesn’t work: independently of the location of the .fev files, they all try to open their .fsb-s in the same common mediapath dir. :(

Please…

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Thanks in advance. It’s also the simplest option i think. :)
Btw: is it possible to ‘unload’ a .fev? It would also be useful.

Denes

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Hi Brett,

Thanks for the update. I’ll have a try asap. :)
Is this version compatible with the previous one, or i have to rebuild the .fev-s?

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Btw: i wouldn’t like to look voratious :), but could you also make a this quick fix for the encryption bug? 😛
We’re about to make a very important exclusive demo within days, for which Greg Hill was so kind to give some samples that we promised to only use encrypted. And it would spare lot of time for us to avoid encrypting all of the other .fev-s as well…

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Don’t hurry, meanwhile we’ve solved it for now. Greg allowed us to use his event lib unencrypted as this demo will never go public.
Later on we’ll need this bug fixed (as i guess others will too), but we can wait now. :)

Thanks anyway.
Denes

btw: would it be possible to load .fsb or .fev files from memory (just like normal samples)? We have our own async file loading scheme in our engine (as i bet most other game engines do as well), and placing these files into larger packages (possibly using some sort of compression), like .wad-s, etc. would help a lot against ripping. For the first look, it seemed for me you only use a very simple encryption that cannot be a hard nut for an advanced modder. :)

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The encryption issue has been fixed for the next release. You can use EventSystem::getSystemObject() and System::setFileSystem() to override FMOD’s file reading functions to do loading from memory.

Cheers,

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