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[code:3dtjlapo]

22/01/07 1.7.0

  • Soundbank waveform quality parameter now stored per platform
  • Event system memory/speed optimisations
  • Added Start Mode to layer sounds. Options "Immediate" & "Wait for previous".
  • Added "Reverb Balance" effect

  • Fixed "Max Playbacks Behaviour" writing out wrong value and causing wrong getEvent behaviour in runtime engine.

  • Fixed whitespace on end of names when drag/dropping wav files to create events/sounddefs

  • Fixed problem with "music" category and multiple projects
  • Fixed audio source directory problem
  • Fixed stereo sounds not playing correctly when non-pc platform selected
  • Fixed conflicting guids when using cut’n’paste
  • Fixed network connect version mismatch problem
    [/code:3dtjlapo]

This thread is for discussion / bugreports for the current release.
Download the current release from the front page at http://www.fmod.org

See programmers API revision.txt for updates in FMOD Event runtime engine / API.

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Hi Ueda, I’ll investigate this and let you know what I find.

Cheers,

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Hi ueda, the network connection problem with auditionclient has been fixed for our next release.

Cheers,

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[quote:2120c25m]+ Added Start Mode to layer sounds. Options "Immediate" & "Wait for previous".[/quote:2120c25m]

This has some odd behaviour, and I’m hoping it’s just that I don’t understand how to use it.

It only actually works (waits for previous) if the sound is set to "one shot". This isn’t necessarily a bad thing, but when trying to play back music, the trouble is that the sound won’t re-play on the layer without first playing ANOTHER sound on the layer. Since it’s quite possible that our "intensity" parameter could hover near one spot for a while in a game, that sound definition needs to be able to re-trigger at the end, just like the other sound events do now.

(to reproduce: Create two or more sound definitions that consists of 2 or more looping .wav’s. Put them both on a single layer. Set them both to "one shot" and "wait for previous". Set the parameter to within the first one. Play. Move the parameter bar, but keep it within the first sound definition. Once the sound is done playing, it all stops. Move the parameter to within the second sound definition. The second definition plays. While the second is playing, move the parameter to within the first. When the second is done, the first will start, as expected.)

One way to solve this is to allow "wait until previous" to work with looping sound definitions. The sound will loop until a parameter value outside the range of the current sound definition is encountered, then play the new one.

Also, a "random loop" behaviour would be useful here – like looping, but pick a random wavetable from the "random loop" sound def to play each time the end of loop is encountered.

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With the new version of the Designer and the API installed, sound events will only play back one time. That is, I can set the parameter wherever, click the play button and it plays (one shot), then click stop, move the bar, click play again, and it won’t play anymore. This is with the sound set to "Immediate" and "one shot".

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Sort-of on the same note, the Event Editor seems to be bugged in that I can play/audition an event once, but that’s it. If I try to hit the Play button again (even after manually stopping the event), there’s no sound. I have to restart FMOD to play the event again.

Edit: Beat me to it. 😛

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[quote="ssnyder":1hq8ftmy]With the new version of the Designer and the API installed, sound events will only play back one time. That is, I can set the parameter wherever, click the play button and it plays (one shot), then click stop, move the bar, click play again, and it won’t play anymore. This is with the sound set to "Immediate" and "one shot".[/quote:1hq8ftmy]

Ditto, she’s broke. :(

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Hi, we’ll get a patch out for these issues today , it will be 1.07.01

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I’ve fixed the oneshot only playing once issue – that will be available in our next release.

As for using "Wait for previous" with looping sounds, set the loop mode of your sounds to "Loop and play to end". When cursor is in the sound it will loop and when cursor goes out of the sound it will keep playing until the current loop ends. Move cursor into a different sound and it will wait for the previous sound to end.

Cheers,

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Hello, Brett
Please tell, do you plan to release FMOD Designer compatible with stable branch (v4.06.03) or would you recommend to switch to development FMOD Ex libraries?
The fixes in new designer are important, but project built with v1.7.0 doesn’t work with program that uses 4.06.03 libraries

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[quote="Kamaitati":1fue3lut]Hello, Brett
Please tell, do you plan to release FMOD Designer compatible with stable branch (v4.06.03) or would you recommend to switch to development FMOD Ex libraries?
The fixes in new designer are important, but project built with v1.7.0 doesn’t work with program that uses 4.06.03 libraries[/quote:1fue3lut]

yes you use 4.06.04 to load projects built with 1.7.1. It will ignore any new features that only 4.07.xx dev branch can support (this is out thursday)

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[code:2ee0t5no]- Fixed network connect version mismatch problem

I am going to be connected to an IP address displayed by FMOD Designeer after having started FMOD Audition Client, but fail.

Error message is "Faild to improving date project on remort target".

[/code:2ee0t5no]

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