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is there some sort of bug in FMOD as in the update function called to often?

i call the update function once each frame, and my app atm is running at 1300 fps.

if i do this every frame:
[code:1ddqb0ed]
result = Game.Sound.update();
[/code:1ddqb0ed]
the app just crashes.

if i do this (or set the presentInterval in D3D):
[code:1ddqb0ed]
if ((gameTime.TotalGameTime.TotalMilliseconds – soundCheck.TotalMilliseconds) > 1)
{
result = Game.Sound.update();
soundCheck = gameTime.TotalGameTime;
}
else
{
soundCheck += gameTime.ElapsedTime;
}
[/code:1ddqb0ed]

my app runs fine and everything gets updated.

is there any nicer way to deal with this? For example set some sort of update parameter?

Kind regards,
Jan

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Is there no one that had any similar experience or whatever??

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I think that you’ve got the right way of doing it there. You shouldn’t update the System object too often anyway. It’s covered in the documentation.

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