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I wanted to get clarification on two of the functions in FMOD.

-When selecting an event under the event under the Events tab, there is a "max playbacks" property.

I’m working on a project that is multiplayer and each player can have the same weapon (with each player’s weapon sharing the same sound). Will this property limit one specific instance of the sound event or does this limit all instances?

Under the Sound Definitions tab, there is a "Maximum Spawned Sounds" property for a sound definition. Same question here as above.

-Michael B.

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Anyone?

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[quote="bross":30m9x89z]Anyone?[/quote:30m9x89z]

Hey guys .. I’m working with Bross on this. We could use some help. Basically when I do an event->play(), it generally seems to cut off what may have previously been playing from that event as a side-effect.

If I want to have two people clapping, and I have clap event defined in sound designer, how can I play the same event twice staggered and overlapped in time?


– Ahigh

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[quote="bross":bucoxbtb]I’m working on a project that is multiplayer and each player can have the same weapon (with each player’s weapon sharing the same sound). Will this property limit one specific instance of the sound event or does this limit all instances?
[/quote:bucoxbtb]

"Max playbacks" defines the number of instances an event has. If you set it to 3 then you can getEvent and play it 3 times simultaneously, or "overlapping" as you say.

"Maximum Spawned Sounds" is unrelated to the concept of event instances. It’s a sound definition property used in conjunction with the "repeat time" properties. You can probably safely ignore it.

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I did get things to generally do what we needed for this go-round.

I found in the process that the behavior of "Kill next" was the only thing that did what I would expect.

When selecting any other options (kill oldest, furthest, newest, etc), it always seemed to just kill the most recently played sample.

The other question is that if one event can represent up to n simultaneously playing waveforms, can I selectively stop one of those waveforms without affecting the others? IE: event->stop() stops all the playing sounds, right?

Thanks for the assistance.


– Aaron

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[quote:1k1y6j4e]if one event can represent up to n simultaneously playing waveforms, can I selectively stop one of those waveforms without affecting the others? IE: event->stop() stops all the playing sounds, right?
[/quote:1k1y6j4e]

Design your event such that you can control playback of sounds with a parameter. Check out the "oneshot" event in the examples project.

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