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Hi ya, thanks in advance. I have asked google for the answer but I’m such a noob at sound I can’t even seem to ask the right question.

I’ve installed FMOD in VS/C++ fine and I can get samples playing no problem but I’m getting a couple of stupid bugs.

1) When a sound loops it puts a gap in between loops. They loop fine in my sound editing suite but not when the app is running.

2) I have a few sounds that I want to play at once but it seems to be capping the total number of sounds it will play to about 3 or 4 (I can’t quite tell) and the ones that don’t play seem to change.

3) Volumes on channels seem to change randomly

I have tried all sorts, different sound groups, setting FMOD_SoundGroup_SetMaxAudible but it doesn’t seem to change. This is my first attempt at sound so I maybe doing something really stupid.

Here is a link to my sound manager object and header if it helps:

[url:29di70et]http://ajrdesigner.co.uk/CSoundManager.h[/url:29di70et]
[url:29di70et]http://ajrdesigner.co.uk/CSoundManager.cpp[/url:29di70et]

And thanks again,
Andy

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[quote="ajr_developer":2b3hjnug]Hi ya, thanks in advance. I have asked google for the answer but I’m such a noob at sound I can’t even seem to ask the right question.

I’ve installed FMOD in VS/C++ fine and I can get samples playing no problem but I’m getting a couple of stupid bugs.

1) When a sound loops it puts a gap in between loops. They loop fine in my sound editing suite but not when the app is running.
[/quote:2b3hjnug]

Is it mp3? The mp3 format is at fault here, you’ll have to use something like ogg or fmod’s gapless encoder FSBankEx which can encode the mp3 format (though repackages it into .fsb).

[quote:2b3hjnug]
2) I have a few sounds that I want to play at once but it seems to be capping the total number of sounds it will play to about 3 or 4 (I can’t quite tell) and the ones that don’t play seem to change.
[/quote:2b3hjnug]

Either you didnt initialize fmod with enough channels or your own code is doing something wrong. There’s no problem with playing 1 sound many times at once.

[quote:2b3hjnug]
3) Volumes on channels seem to change randomly
[/quote:2b3hjnug]

volumes don’t change randomly, so it will be an issue with your code but there is no way I can tell what from here. Just debug when you call setVolume (or possibly set3dattributes).

[quote:2b3hjnug]
I have tried all sorts, different sound groups, setting FMOD_SoundGroup_SetMaxAudible but it doesn’t seem to change. This is my first attempt at sound so I maybe doing something really stupid.

Here is a link to my sound manager object and header if it helps:

[url:2b3hjnug]http://ajrdesigner.co.uk/CSoundManager.h[/url:2b3hjnug]
[url:2b3hjnug]http://ajrdesigner.co.uk/CSoundManager.cpp[/url:2b3hjnug]

And thanks again,
Andy[/quote:2b3hjnug]

Ok some comments , use FMOD_SOFTWARE not FMOD_HARDWARE.
why are you using isplaying/reuse logic? Just delete it and pass FMOD_CHANNEL_FREE to the playsound.

Why are you adding sounds to new soundgroup each time? Do you know what they’re for? You dont need to add them to any soundgroups.

You should just be looking at the example projects in more detail to work out how to use the API.

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This is great, thanks for your help!

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