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hi

i am new to FMOD, we are using it on an iPhone game.

Playing events and changing their parameters work good. Now I want to pause all sounds in the pause menu (especially looping sounds) and I want to unpause them when I exit the pause menu.

I did not find anything in the forum or in the doc, if you know a good reading about this, don’t read further and give me the link :)

Otherwise, here are my questions:

1) I play sounds with pEvent->getEvent and pEvent->start. I keep track of the event handler (pEvent) in my classes, but not in my FMOD wrapper. Should I keep a pointer to all event handler in a vector, and call setPaused on those?

2) Or is it a clean way to pause all existing sound very simply?

What I tried :

  • I tried the getNumEvents function to pause all events, but it will steal the event and stop my sounds, so it cannot work…

  • I tried to get all playing channel from the main FMOD System, but when I call setPaused on those I get an "invalid handler" error.

Any help is welcome. Thanks

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i read this http://52.88.2.202/forum/viewtopic.php?t=13116

i did not paused all instances of each event, which explain my bug. anyway, suggestions to handle the game pause properly are still welcome :)

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Pause the category which contains the events. If you want to pause everything you can pause the master category.

-Pete

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thanks Peter, will do that. FMOD is really great by the way :)

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