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In the documentation it says

[quote:3p9b1w6a]maxADPCMcodecs

[in/out] Optional. Specify 0 to ignore. For use with FMOD_CREATECOMPRESSEDSAMPLE only. ADPCM codecs consume 2,136 bytes per instance (based on FSB encoded ADPCM block size – see remarks) and this number will determine how many ADPCM channels can be played simultaneously. Default = 32.
[/quote:3p9b1w6a]

However this parameter doesn’t seem to have any effect for win32, namely I know I am playing up to 128 sounds simultaneously, all of them encoded to ADPCM with fsbank and loaded with createcompressedsample, and I am still hearing them / getting 128 channels playing when asking getchannelsplaying.

Just wondering whether this is only applicable to PS3 or something or another, note that I’m not actually requesting for this to work, because we would like to have our own voice management so when we say play we would prefer to have fmod play it 😀

Thanks

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Are you sure you’re hearing all 128 at once? Your ears are that good? :)

It will definitely say 128 are playing, thats what virtual voices are for. You could run through all the voices and call Channel::isVirtual to make sure about how many voices are actually playing and how many are virtual.

I assume you’re using FMOD_CREATECOMPRESSEDSAMPLE flag and not accidently having them decompress to pcm, and that you also called setAdvancedSettings before init, and set the cbsize value correctly so that it didnt fail?

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O_O ok you got me there, I assumed they are not going virtual automatically and that it’d give some sort of error instead, but apparently not, things are going virtual… How do I turn this off :(

I tried setting it to 128 but my virtual check kicked in at about 64ish voices, it seems like 64 is the limit?

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you would just use the same number of channels for software voices, codecs and system::init voice count.

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