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Hi dudes!

How can I change the master volume of fmod? (instead of changing every channel volume individually).

Thanks a lot.

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[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.

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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?

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FMOD_System_GetMasterChannelGroup
FMOD_ChannelGroup_SetVolume

-Pete

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[quote="peter":3kniz3uk]FMOD_System_GetMasterChannelGroup
FMOD_ChannelGroup_SetVolume

-Pete[/quote:3kniz3uk]

Thanks for reply!

I read on docs:

"Remarks
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.

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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.

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