Hi, I have only just started working with fmod,
I have events working etc. but when i try to load in a Cue it doesn’t work.
I am using the latest stable version of fmod
ERRCHECK(eventsystem->init(64, FMOD_INIT_NORMAL, 0, FMOD_EVENT_INIT_NORMAL));
ERRCHECK(eventsystem->load("Chopsticks.fev", 0, 0));
this is pretty much the code i use to setup the system and load in the cue, i got the number 9 from the text file
Name : Start
Id : MUSICCUE_CHOPSTICKS_START = 9
- mitsukai asked 9 years ago
Have you tried using the FMOD Music Player to test out your .fev? You should be able to find the app in your FMOD install directory.
If the same problem occurs in the music player there maybe something awry in your project. A common problem is not marking any start segments within a theme.
I have already tried that and it worked.
I also tried loading the demo file "examples.fev" in and it didn’t work either, somehow it is a part of my code. I have tried looking for example code to compare and find out what I might be missing but never found anything. (am i not initializing something??)
printf("mute is %d\n", mute);
printf("paused is %d\n", mute);
printf("volume is %f\n", stuff);
I also have these values printing everything out and everything seems fine mute is false, paused is false, volume is 1.0 and active is true…
- mitsukai answered 9 years ago
Just a quick thought. Are you calling EventSystem::update() from your main loop? For simple events you’ll get away without this call, not so for the music system.
If you could send an isolated example to email@example.com we’d be happy to help figure this one out.
[quote="sean.smith":1e59uta7]I’m having this problem exactly. I was under the impression that loadSoundData needed to be called before prepareCue, but that actually crashes the system with a Data Storage Exception (Wii). Was this issue ever resolved?[/quote:1e59uta7]
I had the same issue. The music player can play my project, but in my code it doesn’t work. All the result return FMOD_OK, but nothing is played. It doesn’t matter if I call loadSoundData() or not.
After a few tries, I found that examples.fev works with my codes. So there must be something in my data being wrong. First I tried to use example music (state-race-start.ogg), but it doesn’t play even in the Fmod Designer, the "Length in sec" is just 0.00. Then, I found that the problem might be the path name is too long. (like, C:\Program Files\FMOD SoundSystem\FMOD Programmers API Win32\fmoddesignerapi\examples\media\music) I copied it to anthoer shorter folder and linked my segment to that copy, then it worked (both in music player and my codes).
It will be great if the Fmod Designer can tell or warn user more about the path limit. Also, I am still not sure if I can build the project and move the fev to another place? Does the music path has anything to do with the project build path? The music data was not built in project data, right? None of my fsb files grow up after I added music.
The second thing I found is: fmod will load the WHOLE MUSIC DATA into memory. That is why my data doesn’t work because my memory was set to smaller value. Can we stream the music, pleeeeeeease?? Otherwise it will never work on consoles. Again, musicsystem doesn’t return any error message…
The music system is cool, but I need more to make it work with our project…
- karl answered 9 years ago
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