0
0

Hi Folks, I’m currently learning the FMOD music system with a view to using it in our next title. I’m working through the tutorials and all is well so far except i’m missing some fundamental information that I just can’t seem to get from the manual regarding the actual music cue events.

When working on the SFX side we reference SFX in the game editor by directly addressing their event name ‘sfx_dog_bark’.
I’m wondering if music cue events are meant to work in the same way, ie a music cue is the musical equivalent of a SFX event.
I want to ascertain whether i’ll need the programmer to expose the music cue names to me in the game editor if they are different to the SFX events.

  • You must to post comments
0
0

Hi Nick,

[quote:1m7ki47b]I want to ascertain whether i’ll need the programmer to expose the music cue names to me in the game editor if they are different to the SFX events.[/quote:1m7ki47b]
Music cues are seperate to events, so the programmer will have to do some extra work to expose the music cues to your editor, but it is pretty straight forward.

The ‘music cue events’ are called MusicPrompts in the run-time API. The interface for retrieving them is similar to events, the programmer calls MusicSystem::prepareCue( ID ). The ID for the cue can be retrieved by name using MusicSystem::getCues. The Programmer can easily generate a list of all the music cue names in a project by calling getCues and passing in an empty string.

  • You must to post comments
0
0

Thanks for the info, I’ll pass it on to our programmer.

Cheers

Nick

  • You must to post comments
Showing 2 results
Your Answer

Please first to submit.