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I am having a problem deciding how to configure our audio. The situation is as follows:

  • we have a number of NPCs that will be playing instances of a particular event (a kind of "idle" sound).
  • there could easily be 20 or 30 of these units moving around in 3D
  • we may only want around 5 instances to be playing at any one time (5 max playbacks)
  • the audio should update so that closer units take priority

The problem I am having is whether to call getEventBySystemID() in each update, so that the current instance list is refreshed. If I do not call getEventBySystemID() each update, then the positions will update during the call to set3DAttributes, but the instances will belong to the same units forever, so the remaining 15 units would not play audio even if they then become closer than the others.

If I do refresh the instances each update, I also have to call event->start() and this leads to an acoustic mess.

Can someone help me straighten this out please? I have looked at all the examples I can find including the MaxPlaybacks example but they don’t really do what I want.

Much appreciated!

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I found the [i:qcx4wmpf]torches in a dungeon[/i:qcx4wmpf] description in the "FMOD Event System – Best Practices" PDF after a long time searching the forums and the API help file. This info should be in the main CHM help file under [i:qcx4wmpf]Tutorials[/i:qcx4wmpf]. That way it would be searchable along with all the other info. Would have saved me quite a bit of time while the system is so new to me since it’s kind of fundamental to setting up the audio in our title.

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