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I have a couple of questions about wavebanks in FMOD designer and mostly out of a programmer perspective.

1) Thru the API it is possible to get information about which wavebanks are being used by an event. This is quite nice for verifying purposes but lets say you would like to be able to load/unload these banks without using loadEventData on the event then how would that work or would it even work? I mean in that case how would the event know that the sampledata has been loaded? I don’t know why one would like to load sampledata seperatly but other API’s that I have used such as XACT and CAGE (gameCODA) do have seperate sound and samplebank management which means that there might be some scenario where it’s usefull, or maybe they just did crappy interfaces.

2) In the EVENT_SYSTEMINFO struct there is an array of 32 EVENT_WAVEBANKINFO’s. Does this really mean that you only can have 32 wavebanks? What’s the reasons for this? In our last project running XACT and CAGE we had like 200 samplebanks. It can probably be argueed that it was bad design but still it worked.

3) Would it be possible to add functionallity for getting information about which wavebanks are being used in an eventgroup?

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  1. We’re already planning to add a .fsb load/unload callback to allow the user to control .fsb loading. Using this you will be able to preload .fsbs if you like but you won’t be allowed to free .fsbs from under the event system. That is what loadEventdata/freeEventData is for.

  2. That 32 limit is just for the EVENT_SYSTEMINFO structure not for the eventsystem as a whole. An eventsystem can have an unlimited number of wave banks. We’ll be fixing that 32 limit in the EVENT_SYSTEMINFO structure soon.

  3. Possibly we’ll add this in the future. For now you can call getInfo on each event in the group.

Cheers,

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[quote:29qesjqk]1. We’re already planning to add a .fsb load/unload callback to allow the user to control .fsb loading. Using this you will be able to preload .fsbs if you like but you won’t be allowed to free .fsbs from under the event system. That is what loadEventdata/freeEventData is for.[/quote:29qesjqk]

Sounds good. I mean it’s good that the user can’t break the resource management but only improve it somewhat under special circumstances.

[quote:29qesjqk]2. That 32 limit is just for the EVENT_SYSTEMINFO structure not for the eventsystem as a whole. An eventsystem can have an unlimited number of wave banks. We’ll be fixing that 32 limit in the EVENT_SYSTEMINFO structure soon. [/quote:29qesjqk]

Still, the reason why this value was set to 32 is it somewhat related to the fact that the designer shouldn’t be using more than 32 banks?

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[quote:esmow88v]Still, the reason why this value was set to 32 is it somewhat related to the fact that the designer shouldn’t be using more than 32 banks?[/quote:esmow88v]

No.

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