i made a program in which i have a event ‘engine’, with the behavior ‘just failed if quitest’
and with maxplaybacks=10. When i defined 30 ‘engine’ events, there is no problem, the
events are stolen in the right order. But when i’m using around 300 events, it seems to
have a problem. The behavior is very strange. Is it normal ??
- gothmog asked 9 years ago
[quote="gothmog":7amq38x2]Here is the code of my callback function…[/quote:7amq38x2]
Thanks, that looks ok.
[quote="gothmog":7amq38x2]And when a sound is in the state WAS_STOLEN, i try to restart it in the update function.[/quote:7amq38x2]
Could you post the code that does this please?
Here is the code of my callback function :
FMOD_RESULT F_CALLBACK myCallbackFunction(FMOD_EVENT aEvent, FMOD_EVENT_CALLBACKTYPE aType, void *aParam1, void *aParam2, void *aUserData)
switch ( aType )
Sound vSound = (Sound*) aUserData ;
if ( vSound )
default: // No default
return FMOD_OK ;
And when a sound is in the state WAS_STOLEN, i try to restart it in the update function.
But as i previously said, my program works when i use a smaller scene with less cars
(it works with 30 cars and maxplaybacks=3 for example).
That is why i thought the problem came from the high number of event instances and the size of the scene.
Yes I try to restart the sounds once they have been stolen.
Sorry but i don’t understand your second question (i have a poor english level 😳 ).
I don’ t have this problem when i use a smallest scene with less cars (even when i use ‘just fail if quitest’) .
in my application, i’m driving a car in a city with around 300 other cars in it.
In most of the cases (around 75%), the behavior is good. i hear correctly the cars which pass me.
But quite often, a car passed me and i don’t hear it. I don’t encounter this problem in ‘steal quitest’.
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