We have an ambient soundscape event with several incidental sound elements that are designed to cut in and out briefly over long cycle times (driven by three velocity parameters to mixup the layer timing). The event works fine on PC, but on PSP all the sound elements play at full volume all at once, ignoring their start positions and lengths on the time lines. There are no other parameters controlling this event; it is self-contained.
Could there be a bug in the PSP implementation of layer volumes or start/length marks for individual event sounds ? Or is there something we should check in our event design or integration of FMOD? Ideas welcome.
- DLawson asked 9 years ago
Its possible it could be a problem with the PSP implementation.
Could you send us your fdp/fev/fsb’s so we can take a look.
We got the fix from the last release, and it pretty much fixes the problem — almost. In the test material we submitted to the ftp site last time, you’ll find there’s one sound element (a car alarm) that is starting at the right time, but never stops as designed. This last bit of the problem is still only on PSP. Works fine on PC.
- DLawson answered 9 years ago
Okay, it looks like the reason the certain sounds aren’t stopping in that event is because of limitations in PSP hardware voices.
The looping mode of PSP hardware voices can’t be changed on the fly, therefore the Loop mode, "Loop and play to end" in the sound instance properties does not work for PSP hardware voices. This should have been greyed out when the selected platform is was PSP (we will make sure it is greyed out in a future release).
Unfortunately this is a hardware limitation and there isn’t much we can do about it.
So basically, you will need to change your "Loop and play to end" sound instances to "Loop and cutoff" to resolve the problem.
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