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Hi,

I’m new to FMOD, so apologies if this is a common issue.

I have one particular simple event played via the designer API. It’s volume is dynamically controlled via code at runtime depending on game parameters, and when its first created its silent. I am finding that it is played on a virtual channel, and never becomes physical even when the code-set volume increases. This happens regardless of event priority, and there are plenty free physical channels.

With the Designer tool connected to the event system, if I change the event Volume property (in fact simply clicking the little triangle button to reveal the volume slider UI is enough) the sound will start playing virtually/physically correctly based on the code volume.

This seems like a bug – can anyone suggest what I might be doing wrong?

We’re using FMOD on 4.32.01 and I’m testing on PS3, although I doubt that the platform is relevant.

Thanks
Alastair

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Hi Alastair, welcome to the FMOD forums!

There is a difference between the volume you set in Designer and the volume you set in the API. They are additive, so if you set the event volume to -60dB in designer and then set it to 0dB (1.0) in the API it will still be silent.

To get the behaviour you desire you need to set it to full volume in designer and control the volume entirely from the API.

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Hi Peter

Thanks for the response. I did assume the volumes were additive; I’m setting the event volume to -16dB in the Designer. This combined with the code controlled volume results in the correct audible level for the sound when it is played physically (ie after I tweak the Volume slider in the UI), however as I said the sound is being virtualised regardless of the code-controlled volume, until I tweak the slider. To confirm, the behaviour is the same even when the Designer UI is set to 0dB.

I hope I’ve explained myself, let me know if you need any further info to diagnose.

Thanks
Alastair

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Sorry I misunderstood, that does sound like it might be a bug. However, I have not been able to reproduce it here.

If you can send us your project we will take a look. We will need the FDP and associated source sound files. If your project is small just send it straight through to support@fmod.org, for larger projects just send us an email and we can direct you to our FTP.

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