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Hi Folks,

I have 2 fevs, one for internal car sounds and one for external car sounds. They are exactly the same except the internal sounds are 2d instead of 3d.

When I try to load both fevs it fails with a message: –

[code:hynfsztt]FMOD error! (82) A command issued was not supported by this object. Possibly a plugin without certain callbacks specified.[/code:hynfsztt]

I have tried loading the fevs in the opposite order (internal then external instead of external then internal), it always results in the second fev producing the error above.

Am I doing something wrong or is this a bug?

Thanks for your help
All the best,
Ash

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Do the projects have the same name? Currently the project name is used as the unique identifier inside FMOD so you cannot load two projects with the same name at the same time.

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[quote="peter":2qumoj7y]Do the projects have the same name? Currently the project name is used as the unique identifier inside FMOD so you cannot load two projects with the same name at the same time.[/quote:2qumoj7y]

Hi Peter,

Thanks for the reply, I must not have clicked the "Notify" box.

The projects did indeed have the same name. I changed them, but unfortunately I got the same error message. I’ll try again to track down why it is happening.

Can you think of anything else that would cause that error message when calling eventSystem::load ? I am not calling load with a Project, is that a problem?

Here is the code i’m using

[code:2qumoj7y]
ISoundEventGroupPtr SoundEngineFmodDesigner::loadGroup(const string &filePath, const string &groupName){
FMOD_RESULT result;
FMOD::EventGroup *eventGroup;

    // Get it if we already have it loaded
    result = _eventsystem->getGroup(groupName.c_str(), true, &eventGroup);

    if (result !=  FMOD_OK){ // It wasn't found, try to load from file
        ERRCHECK(result = _eventsystem->load(filePath.c_str(), 0, 0));
        if (result == FMOD_OK){
            ERRCHECK(result = _eventsystem->getGroup(groupName.c_str(), true, &eventGroup));
        }
    }

    if (result == FMOD_OK){
        EventGroupFmodPtr returnVal = EventGroupFmodPtr(new EventGroupFmod(eventGroup));
        return returnVal;
    }else{
        ISoundEventGroupPtr nullPtr;
        return nullPtr;
    }
}

[/code:2qumoj7y]

Thanks again for your help,

All the best,
Ash

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[quote:1ztzj7vl]I changed them, but unfortunately I got the same error message.[/quote:1ztzj7vl]
Sounds like it might still be the same problem. Just to be clear, it’s not the filename that clashes, it’s the [i:1ztzj7vl]project name[/i:1ztzj7vl]. Did you rename the project inside Designer by changing the ‘Name’ property in Window->Project Properties ?

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Hi Peter,

I had changed the name properly, but when I was in that settings window I noticed that it was building interactive music (I noticed from reading the help file that you can’t use 2 with interactive music), I turned that off and it now works :).

Odd that it fails even when I don’t have music though. I’m not sure how it works but perhaps it would be better not to build any music when there is nothing specified?

Thanks for your help!

All the best,
Ash

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Hi Ash,

Glad to hear you got it working. Yeah, you’re only allowed one project containing Music data loaded at a time as well. I probably should have mentioned that too 😳

[quote:1zxwft9x]Odd that it fails even when I don’t have music though. I’m not sure how it works but perhaps it would be better not to build any music when there is nothing specified? [/quote:1zxwft9x]
That is unusual. When I build a project with no music assets I don’t get that conflict even if ‘Build Interactive Music’ is set to Yes. This sounds like a bug.

What version of Designer are you using? Did you have some music data in the project which was later removed or has it never had music?

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Hi Peter,

The designer version was 4.31.04. I think I probably took the examples project and removed everything to leave me with just the car stuff, then I changed the samples.

So originally it did have music data, this is probably why they had the music flag (?) set.

I’d say a few noobies like myself might start off like that :)

All the best,
Ash

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You are right, after removing all the music data from the examples project it still seems to think it has music data. I will log this in our tracker.

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