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Not sure if I’m missing something, or it’s a limitation of the device.. but is there a way to get more than 32 sounds playing simultaneously ?

My requirements are (relatively) simple.. I’ve got 4 channel groups, each can play up to about 64 sounds , the sounds are short, 2d only. The sounds within the channel groups don’t need seperate panning/volume/pitch or anything.. so is there an option in regards to the way my architecture is set out to achieve more simultaneous sounds ? Or am I asking too much :)

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You may have as many sounds as the iPhone CPU can sustain. There are two settable limits you should look into.

The first is max channels, set by System::init which controls the maximum number of FMOD Channel objects active at a time before FMOD starts stealing and invalidating others.

The second is max software channels, set by System::setSoftwareChannels which controls the maximum channels audible at a time. Once this limit is reached channels will become virtual.

You can read more about this in the docs (fmodex.chm) "channel management" tutorial.

[quote:26pxa5lu]I’ve got 4 channel groups, each can play up to about 64 sounds[/quote:26pxa5lu]
Be aware that the iPhone hardware is limited, playing this many sounds will probably bring it to its knees.[/quote]

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