edit: I guess this is a stupid question. It occurs to me that I should use a looping sound, but to have my callback supply silence for any data that’s requested when none is at hand.
I have gotten some functionality for playing back streaming sound in FMOD, but I don’t quite understand the many parameters and would like a sanity check.
My working code is as follows
FMOD_MODE mode = FMOD_LOOP_OFF // no looping | FMOD_3D | FMOD_CREATESTREAM // I have no idea | FMOD_OPENUSER // indicates we'll use a callback to supply samples ; FMOD_CREATESOUNDEXINFO info; memset(&info, 0, sizeof(info)); // zero it out info.cbsize = sizeof(info); // set this thing to right value info.pcmreadcallback = myFMODPCMReadCallback; info.numchannels = 1; info.format = FMOD_SOUND_FORMAT_PCM16; info.defaultfrequency = 16000; // hand it 1/10th second audio each callback info.decodebuffersize = 16000 * 0.1; // Is this allocating 10 seconds flat storage? info.length = 16000 * info.numchannels * sizeof(signed short) * 10;
NULL, // no data to start out
The issue I have with the above is that I seem to have to allocate a certain number of seconds of flat audio space for my sound, when indeed I have no idea how long the sound is actually going to last (the nature of VOIP, yes?).
Am I supposed to use looping? Obviously, I never ever want the VOIP sound to loop in case of underruns. What is the proper fix?
I’d like to have this sound have a single second circular input buffer, but to have it play silence should an underrun ever occur. How do I accomplish that?
thanks in advance!
- tone asked 11 years ago
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