0
0

I have a test application which I’m using to evaluate the new Event API (using version x.04.25). It’s got a dozen or so balls bouncing around a simple terrain, and I’m triggering an FMOD event whenever a ball strikes the terrain. The events seem to be cutting out early — sometimes they play all the way through, other times they get halfway and then stop, and sometimes they play for only a small fraction of a second. It doesn’t sound like they’re interrupting each other (which I suppose would be the case if I weren’t allocating enough voices) — they just seem not to play all the way through.

I can’t think of anything terribly unreasonable I’m doing in my initialization code — it’s mostly copied straight out of the tutorials and sample programs. My actual event-triggering code is also nothing special:

[code:3vfx3ubz]if (bounced)
{
FMOD::Event *event;
FMOD_RESULT result = m_fmodEventGroup->getEvent("bounce", EVENT_DEFAULT, &event);
ASSERT(result == FMOD_OK);
result = event->start();
ASSERT(result == FMOD_OK);
}[/code:3vfx3ubz]

…and of course I’m calling eventSystem->update() every frame.

Does anything obvious jump out that I could be doing wrong? Or would more information be helpful?

Thanks,
– cort

  • You must to post comments
0
0

Can’t see anything obviously wrong with that setup. Make sure you set "Max playbacks" to something reasonable or your getEvent call might end up stealing playing events (which would cause them to end prematurely). If that doesn’t help then shoot me some more info and we’ll go from there.

Cheers,

  • You must to post comments
0
0

That was absolutely the problem — I see your "Deity" moniker isn’t just for show. Thanks so much for your help; I look forward to further experimentation!

  • cort
  • You must to post comments
Showing 2 results
Your Answer

Please first to submit.