0
0

Hi! I’m having a problem getting any sound at all on FMOD for CE using FSOUND_Update(). Here’s an oversimplified skeleton of what I’m doing:

FSOUND_SetOutput(FSOUND_OUTPUT_NOSOUND_NONREALTIME);
FSOUND_Init(22050, 8, …);

while(true)
{
DrawTheGame();
FSOUND_PlaySound(…);
FSOUND_Update();
Sleep(30);
}

I can provide more detail on what I’m doing, but I was wondering if I’m missing something obvious? When I use a different FSOUND_OUTPUT (say, mono output), and comment out FSOUND_Update(), I do get sound.

I basically want to not have a background thread preempting my game thread. So, I’m guessing that FSOUND_Update() is a way to cooperatively multitask FMOD?

Can someone enlighten me as to what I’m doing wrong, or provide a basic skeleton of the right way to use FSOUND_Update()?

Thanks!

  • You must to post comments
0
0

I’m running this code on Windows Mobile 5.

  • You must to post comments
0
0

You’re telling it to play to a ‘nosound’ device, then wondered why there was no sound?

You cannot do what you’re talking about. You have to use one of the other output modes.

  • You must to post comments
0
0

Ok, I guess I was misinterpreting what that output mode meant. I had somehow taken it to mean "don’t produce sound automatically, but allow the client to manually pump the mixer and output" or something.

Anyways, I think I have things working well now. Thanks for the help!

  • You must to post comments
Showing 3 results
Your Answer

Please first to submit.