If I get the master category and mute it, everything is great. If I then un-mute a sub-category (like Music or FX) that category becomes un-muted, even though the mater category is still muted. I would very much like it if this was not the case, as it seems to me that the mute setting on the master category should override any mute settings on other categories.
Also, I’ve noticed that if I mute my music (which is coming from a streamed bank) it both mutes and pauses the audio. I would very much like it if the music kept "playing" even though I can’t hear it. It may be happening on all of my streamed audio, but it’s hard to verify. The Music flag is not set on my music event.
- audiodev asked 10 years ago
It also appears that calling setMute(false) on the master category un-mutes all of the sub-categories, which also causes issues for me. So, if I get a sub-category, mute-it, and then call setMute(false) on the master, it’s as if I never called setMute(true) on the sub-category.
Your first post and your second post contradict each other.
First you said child groups should respect the parent category, then in the next post you say it should ignore the parent category.
The mute command is an override. If you want to mute everything, mute the parent, not child categories.
Sorry, I’ll try to be a bit clearer.
What I’d like is for the the master category and each sub category to have independent mute state. The logic would look something like:
bool shouldThisCategoryBeAudible = !AmIMuted() && !IsMyParentMuted()
Does that make sense?
In what I hope is a continuation of this thread…
I recently upgraded from FMOD Ex 4.07.18 to 4.08.04, and now I’m seeing some confusing behavior while muting the master EventCategory. At the beginning of my app, I read a "mute all" flag from our configuration file and then call setMute(muteAllFlag) on the master EventCategory. Then I have an in-game checkbox to enable/disable the master category mute at runtime.
If the "mute all" flag is false, everything works fine. However, if the "mute all" flag is true, then everything seems to be permanently muted, even if setMute(false) is subsequently called on the master category. Further investigation with getMute() reveals that the master category’s mute state is always correctly toggling, but the individual audio events’ mute states are only toggling correctly if the "mute all" flag is false. If "mute all" is true, then the individual events always return true from getMute().
Looking through the version history, I see that the pause/mute logic for categories was changed in 4.08.00. Could this change have caused unexpected side effects?
- cort answered 9 years ago
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