I’m working on a Player class that has a similar setup as the realtime-stitching example. So basically I’ve got a sound with 2 subsounds sentenced.
When the buffer switches to subsound 1, I change subsound 0 to a new sound.
However, once fmod is playing subsound 1 the GetPosition(FMOD_TIMEUNIT_SENTENCE_MS) function returns invalid data. The position that I get is the position in subsound 1 + the length of the old subsound 0. Mind you that the length of the new subsound 0 is different from the old one.
Also according to GetPosition(FMOD_TIMEUNIT_SENTENCE_SUBSOUND) it’s still playing subsound 0.
It’s possible for me to get around this little bug, a far bigger problem is Setposition which doesn’t react like it should. I can’t really figure out what SetPosition is trying to do, so I can’t think of a way around it.
I’m getting this problem with fmod v4.6.22
- GaboonViper asked 9 years ago
Set position barely does anything. Sometimes it skips a couple of Miliseconds, but doesn’t go anywhere near the position I’d expect.
Then once subsound 1 is finished, it should go back to subsound 0, but instead it continues the new subsound 1. It only does this if I tried to do a setposition with any of the MS timeunits. If I don’t do any setposition command, the order of play works fine.
There’s as far as I know, no way around this problem.
Edited* Sometime after a setposition it replays the old subsound1 when subsound 1 is finished.
- GaboonViper answered 9 years ago
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