It means if you ask for the channel/group volume, you will still get 1 (if max) even if the master volume is .5 (half)
All subsequent channels will play at 1 (if max) but be at .5 (half) when they finally make it to the speaker. You don’t need any extra steps.
- icuurd12b42 answered 8 years ago
[quote="Adversus":hkt5uq7k]I want to give the user the ability to mix the music and the sound fxs separately.
Do I need to create two channel groups for this beforehand or does FMod already do something like this?[/quote:hkt5uq7k]
Think of a channel group as a track in a sound editing process. a track can have as many channels playing in it. Like 2 recordings of a drummer (2 channels). Another group can be the guitarist(s)… the group can hold other groups so you can group things together to control each volume level for the final result.
I havent played with sub grouping much. I only have 5 groups in my system. I did find I needed to manually add my groups to the master group manually.
- icuurd12b42 answered 6 years ago
Thanks for reply!
I read on docs:
This function does not go through and overwrite the channel volumes. It scales them by the channel group’s volume.
That way when Channel::setVolume / Channel::getVolume is called the respective individual channel volumes will still be preserved. "
Does that mean, after playing other sounds, they will have a normal volume? Should I store that volume in a variable and use it on all sounds I am going to play after FMOD_ChannelGroup_SetVolume is called?
Thanks a lot.
- riruilo answered 8 years ago
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