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hello all
sorry if this topic has been covered

I have been searching the forums and can’t quite find what I’m looking for.

I’m new to sound programming, but not new to programming :)

a sound designer at my company says where he used to work, the sound programmers were using an API that made it very easy for them to do "beat mapping"

by this he means: a base sample is playing, say 120bpm 4/4 time, on infinite repeat, and then every other sample that gets played, plays in sync with this base sample, say on an eighth note.

is this something that fmod (or any sound API) can do automatically, or should I expect to have to set up my own loop in the game, and use something like Channel::getPosition every frame to see where I am in my base sample, and use that to decide when to fire off other requested samples?

thanks in advance!
greg

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you could use Sound::addSyncPoint to set up a list of points you can get a callback on, from that callback you could try playing a sound. I’m not sure it will be 100% accurate but it might be worth a try.

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