I’ve noticed that there is a Channel::setDelay call that delays the start time of a sound.
Currently I’m using designer 4.21.0.
Can you specify a delay using Fmod designer in later versions?
If not, can that be added to the feature request list please.
-Matt
- mattconnolly asked 9 years ago
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I just downloaded and tried the 4.25.01 designer and couldn’t see any mention of it in designer or the pdf manual.
This would be a really handy addition to designer.
- mattconnolly answered 9 years ago
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Hi Matt,
The setDelay call isn’t exposed to Designer at this point. It has been requested a few times, but I’m not sure where it is in the development pipeline. I will keep you updated.
cheers,
Templar
- templar answered 9 years ago
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seems that the "setDelay" function has nothing to do with delaying the start of a sound.
- mattconnolly answered 9 years ago
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Hi Matt,
Channel::setDelay can delay the start of a sound [i:t17v2g26]or[/i:t17v2g26] extend the end of it:
[quote:t17v2g26]Using FMOD_DELAYTYPE_DSPCLOCK_START : Note! Works with sounds created with FMOD_SOFTWARE only. This allows a sound to be played in the future on an exact sample accurate boundary or DSP clock value. This can be used for synchronizing sounds to start at an exact time in the overall timeline.[/quote:t17v2g26]
docs for FMOD_DELAYTYPE
[quote:t17v2g26][i:t17v2g26]FMOD_DELAYTYPE_END_MS[/i:t17v2g26]
Delay at the end of the sound in milliseconds. Use delayhi only. Channel::isPlaying will remain true until this delay has passed even though the sound itself has stopped playing.
[i:t17v2g26]FMOD_DELAYTYPE_DSPCLOCK_START[/i:t17v2g26]
Time the sound started if Channel::getDelay is used, or if Channel::setDelay is used, the sound will delay playing until this exact tick.
[i:t17v2g26]
FMOD_DELAYTYPE_DSPCLOCK_END[/i:t17v2g26]
Time the sound should end. If this is non-zero, the channel will go silent at this exact tick.
[i:t17v2g26]FMOD_DELAYTYPE_DSPCLOCK_PAUSE[/i:t17v2g26]
Time the sound should pause. If this is non-zero, the channel will pause at this exact tick. [/quote:t17v2g26]
-Pete
- Guest answered 9 years ago
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That’s great – thanks for that clarification Pete.
Although for Wii, we need hardware sound channels; so for now, it seems I’m still on the long and tedious parameter with velocity method.
- mattconnolly answered 9 years ago
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Start Delay both on events and sound definitions (so elements of and event can be delayed) with scope for randomisation between a minimum and maximum would be very useful indeed. Doing it with velocities is time consuming, unreliable and needlessly expensive at run-time. Also, I shouldn’t have to be asking my programmer to do sound design work for me.
- JeffOfDeath answered 8 years ago
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