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Hi, I am about to tackle dialogue for a large title using fmod (which I am new to). In my searches I found this advice (marked in yellow) as to "best possible working method". Does this advice still hold? Does anyone know of any obvious pitfalls or enhancing modifications? Thanks, Peret

[quote:3ej2vu6o]
[size=75:3ej2vu6o]Currently when you call EventGroup::getEvent, FMOD only loads the subsounds from the wavebanks that are required for that event. This means you can put all your dialog in one bank, call EventGroup::getEvent for each dialog line and then EventGroup::freeEventData(Event *event) to free just the data for the specified event.
[/size:3ej2vu6o]
[color=yellow:3ej2vu6o]But, an even better way of handling dialog is to use "programmer sounds". Make one event that you’ll use for ALL dialog in your game. Put a "programmer" sound in it ("Add programmer sound" in sound definition context menu) and then you’ll get EVENT_CALLBACKTYPE_SOUNDDEF_CREATE and EVENT_CALLBACKTYPE_SOUNDDEF_RELEASE callbacks at runtime. On EVENT_CALLBACKTYPE_SOUNDDEF_CREATE call System::createSound to load your dialog line and on EVENT_CALLBACKTYPE_SOUNDDEF_RELEASE call Sound::release.

This method is superior because you only have one event for ALL dialog lines. This saves bucketloads of memory and saves your sound designers mucho time[/color:3ej2vu6o]. [quote:3ej2vu6o][/quote:3ej2vu6o][/quote:3ej2vu6o]

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Yes this is still the recommended method for now, otherwise you’d have to make hundreds or thousands of events by hand which would be very time consuming.

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Thanks Mr B

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