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Hi,

Is it possible to determine when event looped or not? I understand that looping depends of sound definitions… May be sound designer must use user defined parameter?

And second ask, now I determine that sound accept 3d by calling get3DAttributes and check it’s result. May be there are more natural way to do this?..

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[quote:jznxcqbm]Is it possible to determine when event looped or not? I understand that looping depends of sound definitions… May be sound designer must use user defined parameter?
[/quote:jznxcqbm]

If you mean "when a playing event has looped", you could use EVENT_CALLBACKTYPE_SOUNDDEF_START to see when it starts the first sound in your event. If you mean, "whether or not an event has looping sound definitions in it", I’ve just made a modification to the way the "lengthms" member in the EVENT_INFO structure is calculated so that it will always be -1 if any sounds in an event are looping. Use Event::getInfo to get access to this structure. This improvement will be available in our next release (it won’t work reliably in the current version).

[quote:jznxcqbm]And second ask, now I determine that sound accept 3d by calling get3DAttributes and check it’s result. May be there are more natural way to do this?..[/quote:jznxcqbm]

For events you can use Event::getPropertyByIndex(EVENTPROPERTY_MODE). For FMOD::Sounds you can use Sound::getMode.

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Thanks,

Is it possible to disable 3d for any event? It’s needed, for example, when using same sound for shooting from AI rifle and player’s rifle (or turret – when AI shooting and player).

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No, you can’t disable 3d for an event. If you need a 3d event and a 2d event then create two events.

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What I do is play them really close to the camera (slightly in front), I’m looking at using the 3d pan level to be able to set a surround feel to ‘2d’ sound effects, but have not yet implemented that.

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I tried to place 3d sound to listener position – sound updates with some delay, so it’s heard in one ear only…

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[quote="a1psx":2i0h7l7c]What I do is play them really close to the camera (slightly in front), I’m looking at using the 3d pan level to be able to set a surround feel to ‘2d’ sound effects, but have not yet implemented that.[/quote:2i0h7l7c]

Yeah its true you can use the new 3d pan level feature to switch a sound between 2d and 3d, from 0.0 to 1.0 and any value inbetween. Using a parameter of course.

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