0
0

I’m new to the designer, but i was able to make a mock-up of the "car" engine sound. I can tweak the "rpm" & "load" parameters fine in game. I’m also playing it in our game and able to tweak it’s volume real-time in the game — great!

Now, I’ve got one other sound-event in our game so far, a simple one-shot event that uses one fairly loud sound. I hear nothing. I look at the 3d-position I’m setting in the game and it looks good. I try to make it a 2d sound just to see if I can hear it — still nothing. I even disabled the "car" engine sound that I had running to see if it was stealing the channel(s) of this one-shot event, but that wasn’t the case. Does anybody have any ideas as to what the problem could be?

BTW, I also about 10 others sounds playing that aren’t events using the low-level fmodex calls. I’ve initalized the system to use 32 channels.

Thanks,
Matt

  • You must to post comments
0
0

Couldn’t say without seeing your .fdp. Can you send it to support@fmod.org?

Cheers,

  • You must to post comments
0
0

Looks like it’s ok now. I had to line that vertical marker(event editor) up with the wav file and it worked. Before I streched the wav-sounds left/right boundaries to span the entire space, which I guess cuased it not to play.

Can you tell me the significance of the blinking vertical bar?

Thanks.

  • You must to post comments
0
0

That’s the cursor. It represents the value of the currently selected parameter. If the currently selected parameter is the primary or control parameter for a particular layer then FMOD will play any sounds under the cursor at that time.

Hence, when you moved the cursor onto your sound it played.

  • You must to post comments
Showing 3 results
Your Answer

Please first to submit.