I’ve used FMOD before, but am new to Designer Events. If anyone could answer my questions, it’d be much appreciated.
(I haven’t found the answers to my questions in the documentation)
I’ve got an test EventGroup containing an Event called "fire" which I want to play every time a character fires his gun.
From what i’ve got working so far, it seems that I need to "getEvent" each time I want a unique instance of the gunshot sound to play.
Do I need to somehow check if these events have finished and "free" them? Or is there some kind of "fire and forget" mechanism i can use?
- Franta asked 11 years ago
Ok thats good – it makes gunshot and reloading sounds easy.
How then do I control the "lifetime" of events which i need to update properties for?
For example, a vehicle engine (where I’d want to input the rpm and load values from the physics) continually. Or do I use something other than events for that?
- Franta answered 11 years ago
getEvent is fire and forget. It will simply cycle through a pool of event instances that are allocated based on how many max playbacks are specified in the fmod designer tool.
To free the memory for them you can use the freeEventData function, but you would usually only do that at the end of a level, shutdown, in conjunction with other event data being freed, to save cpu time and fragmentation issues.
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