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Ok, so we had previously build a sound interface using the FMOD system API (FMOD::System) but we are finding FMOD Designer/FMOD Designer API tremendously useful (FMOD::EventSystem). But we would still like to keep the old sound functionality.

I apologize in advance if this is vague, but I removed all FMOD system API calls to get FMOD designer API calls to work correctly. If I don’t, FMOD designer API calls only pretend to work. That is, they don’t return any error codes; I can load .fev files, load events, set parameters, start events, etc., but no sound is produced.

It seems like there’s nothing inherently wrong with using FMOD system API calls and FMOD designer api calls together; I tried hacking up some of the sample apps to do this and it all works fine; FMOD::Sound, FMOD::Channel manipulation, and FMOD::Event manipulation seem to work fine together.

I’m going to try to further isolate which FMOD system API call is causing problems. In the meantime, I’m posting here in the hopes that someone has an immediate idea of what FMOD system API calls might be troublemakers.

Any assistance is greatly appreciated.

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I’m assumeing you are fetching the FMOD:System pointer from the EventSystem, right? I’m pretty sure that nothing will work if you create FMOD::System seperate and try to run it together with FMOD::EventSystem.

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It could be something to do with trying to create 2 system objects on the same soundcard. The first one would probably go silent, though in windows it shouldn’t as sound devices are virtualized.

If you use EventSystem::getSystemObject you should be ok, sounds a bit like you’re making multiple system objects.

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I’m not creating two objects. I’m only creating an FMOD::EventSystem object and using FMOD::EventSystem::getSystemObject() to retrieve the FMOD::System object.

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You will have to provide more information then we do this all the time there is no conflict between the event system and the low level system.

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