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Hi,

I read through the posts related to reversed playing of samples but none of them provides sourcecode. So, it does not work for me and I don’t know why. Here is my code:

[code:1zeg1cev]FSOUND_SAMPLE* sample = FSOUND_Sample_Load(FSOUND_FREE, "pressFlippersFastMultiple.ogg", FSOUND_LOOP_OFF | FSOUND_16BITS | FSOUND_MONO, 0, 0);
int channel = FSOUND_PlaySoundEx(FSOUND_FREE, sample, NULL, true);
FSOUND_SetFrequency(channel, -44100));
FSOUND_SetCurrentPosition(channel, FSOUND_Sample_GetLength(sample));
FSOUND_SetPaused(channel, false);[/code:1zeg1cev]

When I use FSOUND_LOOP_BIDI, I can hear, that the sample is correctly reversed during bidirectional looping. Though, I want to play the sample just being reversed once.

What am I doing wrong?

Best regards,
– Christian

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fmod3 doesnt support negative frequencies. You could try and hack it by setting the position of the sound to the end while the sound is paused, using bidi loop.

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Hi Brett, thanks for your answer, although it is confusing since the manual for FMOD 3.75 says under FSOUND_SetFrequency for the parameter freq: "The frequency to set. Valid ranges are from 100 to 705600, and [b:226hpih8]-100 to -705600[/b:226hpih8]." and under remarks: "[b:226hpih8]Negative frequencies[/b:226hpih8] make the sound play [b:226hpih8]backwards[/b:226hpih8], so FSOUND_SetCurrentPosition would be needed to set the sound to the right position."

???

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ok sorry I thought that was only FMOD Ex. So did you set the position to the end of the sound as instructed?

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