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Hi,

i’ve a problem when stopping a 3D event. I’m looking the number of active instances of the event, and the number is still the same after the stop. And the event is still playing, because i can hear it.

More about my test : i’m creating a car with an engine sound (3D event with steal behaviour at ‘steal quietest’). When i move the car and cross it with the listener, everything is ok. But when i suppress the car and stop the sound, the number of instances is still to 1, and ths sound is not removed from the scene. I tried to stop and release the event, but it’s not better :(

I’m using the last version of FMod, 4.28.04.

Thanks for your answer.

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Welcome to the forums mikecore,

[quote:3jr8lczw]I’m looking the number of active instances of the event, and the number is still the same after the stop. And the event is still playing, because i can hear it. [/quote:3jr8lczw]
That is a strange one, it sounds like the event isn’t actually stopping. There should be a FMOD_RESULT returned from Event::stop() can you confirm that the result returned is FMOD_OK?

-Pete

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The Event::stop() return FMOD_OK.

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Can you try playing your event using FMOD EventPlayer or FMOD Sandbox, that should help isolate the problem.

-Pete

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Which test do you want i do with event player?

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Try to reproduce the problem you’re experiencing in Event Player. I loaded examples.fev into Event Player and created instances of the "MaxPlay-StealQuietest" event and it worked as expected. I then stopped those events and that also worked as expected. If you can you try doing that with your project, we can determine whether the problem is in the data or the code.

-Pete

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I don’t reproduce the problem with event player.

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That would suggest that the problem is in your code. Can you post the part of the code where the event is stopped/released?

-Pete

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