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[quote:2jblyz56]EventGroup::loadEventData
Loads wave data and allocates event instances for all events within an event group. [/quote:2jblyz56]

lets say we have a tree like this:
-root
–a
— suba1
— suba2
–b
— subb1
— subb2

Calling loadEventData on event group a, loads event data for all events under a, suba1 and suba2. If we have a handle to suba2 (EventGroup), what would be best way to determine if this specific event group has loaded (loaded as an adjective) event data for its child events?

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Hi vesoljc, since you problem relates to the designer API, I have moved this thread to the Designer forums.

To determine whether an Event or EventGroup has finished loading use Event::getState or EventGroup::getState and check that it doesn’t equal FMOD_EVENT_STATE_READY.

-Pete

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thank you, i totally forgot about the the getstate func.

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i still have a problem 😕

i have implemented the FMOD_ERR_FILE_UNWANTED flag, thus forcing users to manually preload event groups. now i’m creating an ingame "sound viewer", on which i’d like to show which event groups are loaded and which not.

however, groups that have not been loaded, still return READY via getState function, which is kinda logical.

is there a built in way to query this without manual tracking?

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Currently there is no way to determine whether it’s ‘ready’ as in loaded or ‘ready’ as in ready to be loaded without tracking whether you have called load on it yourself.

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since i need this only for developer info, is there no hacky way to find that out? like via memory usage or something?

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