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Hi There

We’re chugging along on my iPhone interactive sound-thingy – and have a system implemented with several events being triggered. But there seems to be small performance "dips" when the events are started. I’m fairly sure, that they are loaded into memory by using

[code:1n57ghhj]
result = group->loadEventData(FMOD_EVENT_RESOURCE_SAMPLES, FMOD_EVENT_DEFAULT);
fmod_ERRCHECK(result);
[/code:1n57ghhj]

but still… should I be using "sounds" instead – where are the pro’s and cons?

best greetings!

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An Event is part of the Designer API, which sits on top of the Ex API (of which Sound and Channel are members). Basically when you play an Event it may make multiple Channels from multiple Sounds (and also do fancy stuff with parameters, FX, etc). You want to use Events if you like the Designer tool and the perf hit is worth the gain in content creator productivity. If you want to keep it super lean/fast, only use the Ex API.

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Also, check out the FMOD_NONBLOCKING flag when you do things like loadEventData() and getEvent().

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