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I have started to mess around with the fmod designer, but I have a question regarding which way to go. What I need for my game is a few 2d sounds to be played on certain events that only need to be heard by the player (crash sounds etc). But then I have the enginesound of the car that I want other players to hear (its a multiplayer racing game) so you can hear when someone comes flying by you :). I wonder what may be the best approach to get this working. I got the example code "simple_event" to work properly, but I need it to be audible for the other players too.
Any hints/ideas are welcome since I’m a bit lost at the moment :)

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For situations like the car, we use two different events. A 2D one that plays for the car that the player is driving, and a 3D one that plays for all of the other cars.

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Thanks for the reply.
Ah ok, and you only need one .fav-file and one .fsb-file? Or do you have all those events in the same?

A new question that arised, I read in the Fmodex manual that you aren’t allowed to create a FMOD::system while you have a FMOD::eventsystem. But in the "3ddemo" example code, both of them are present. Am I missing something here? :)

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You can have many events per project (.fdp/.fev) and many sound banks (.fsb) per project. Events can refer to data from multiple sound banks, but in practice you want all of the data for an event to be stored in the same sound bank.

In the case you were discussing, I would expect that the two events would use the same sound definition/wave data, so one project and one sound bank should be fine.

When you create an event system, it automatically creates a system for you, which you can by calling a function on the EventSystem pointer.

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You call EventSystem::getSystemObject to get access to the low level api.

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Thanks for straightening out my questions, the answers should keep me busy for a while :)

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