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Sorry to put a question so soon again, but I’m enthusiastically implementing FMOD. What is the fastest way to get an event from the pool? In my case entities ussually request a specific sound effect on the fly and play it once somewhere in 3D space.

The examples ussually show something like this:
eventSystem->getEvent( <name>, FMOD_EVENT_DEFAULT, &object[x].event );

However, I guess FMOD first has to search for the event with that given name. Isn’t it possibly to directly access without searching? For example, by storing the handle/pointer/index on the user side? So far I’ve seen the "eventSystem->getEventBySystemID( ID, …. )" method. That works, but maybe there are other ways as well?

Regards

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have you looked up EventGroup::getEventByIndex?

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Saw that being used in the demo’s indeed. However, you also need the group object in that case. Not that it’s a real problem, but sound in my case ussually gets triggered by (Python)scripts that doesn’t have a direct connection with the FMOD system. Scripts ussually get the sound "handle" when initializing. After that, a single handle value is used to play/trigger sounds. The less variables in the script, the better.

Thanks for helping

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