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i create an event in fmod designer with following parameters:
– mode: 3d
– max playbacks 1
– steal quietest
– add one sound (a 3 minute mp3 song)
– oneshot: no
– loop mode: loop & cutoff

then i create a scene like this:
L – Listener
En – Event

E1 – L – – – – – – – – – – – – – E2

note that L is inside E1 3d falloff and outside E2 3d falloff range.

call stack looks like this:
E1 play
E2 play

E1 stolen
E1 finished

if i set the behavior to "just fail if quietest" E1 keeps playing, but either way, when i fly around with the listener the events are not being swapped (like the virtual voices should).

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You’ve set max playbacks to 1, not max virtual voices.

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Hi,

[quote="vesoljc":35fu7g7v]
if i set the behavior to "just fail if quietest" E1 keeps playing, but either way, when i fly around with the listener the events are not being swapped (like the virtual voices should).[/quote:35fu7g7v]

Currently we don’t support "virtual events", so the events won’t be swapped. If you set max playbacks to 1, as in your example, you will only be able to play 1 instance of that event at a time. Whenever you call getEvent, the max playbacks behaviour will be applied to decide which event (if any) to steal.

Virtual voice management is done on a per-channel level (one channel is created for each sound definition that plays in an event). If you set max playbacks to 2, but initialised FMOD to only allow 1 real channel, you would be able to play both events in the above example and hear the virtual channel system swapping channels in and out as you moved the listener.

We do plan to support "virtual events" in the future, but for now you will need to manage your event instances yourself.

Ben

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ok, thanks

any ETA on when this could be done?

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