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Alright I have a question regarding channel splitting I’m currently working on a PSP title and we only have 2 streams available to us. One of these streams are dedicated to texture streaming, the other will be for sound. Now we have VO and MUSIC that both have to be streamed. Is there any way to have both VO and MUSIC on the same stream and have the left channel dedicated to the music and the right channel dedicated to the VO but be able to trigger VO lines at the exact time you want them with no interruption to the music. I can give more details if no one knows what I trying to do.

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Yes you can use FSBank and create a single interleaved stream, it can even be 4 channels from 2 stereo wavs. You can then pan the subchannels accordingly.

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Hey Brett I have spoken to you in the pass when I was in school, and I appreciated your help then as I appreciate your help now that I’m working for a company that has a fmod licenses. With that said can you be a little more specific with what you mean single interleaved stream. Also let me be more clear to make sure you know what I’m looking for I need to store my background music on one channel in my Wav file and VO on the other I want to continually play my background music loop it; and at certain times I want to fire off events that will trigger VO thats stored on the right channel in my wav file; your saying I can be half way through my WAV file on one channel and then be at the starting position on my right channel when the first line of VO is triggered; and thats possible and if thats possible, do I have some sort memory penalty when buffering / streaming them in like this.

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why haven’t I received a response yet? what’s going on over there?

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If I understand you correctly, it sounds like your voice is going to be "random access" in that which voice line is playing is independent from where the music is in it’s loop. If that’s the case, I’m pretty sure that you’ll need 2 audio streams to pull that off. You can’t have one stream with each channel at a unique position in the stream as far as I know.

If your music stream buffer is large enough and your voice lines short enough, it’s possible that you could have two audio streams, but, on average, only use the bandwidth of one of them.

FMOD will also let you override their file io functions, so you can do things like make sure that music always streams but that voices only play when textures are not loading.

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Thats correct interleaved streams are for synchronized data, not tracks that need random access triggering at different time points.

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