0
0

Hi,

I’ve converted my wav files using:

afconvert -f caff -d LEI16@22050

In the past they used to through a format error however now with the latest Fmod they work.

I load them with

[code:f6vfxff5] result = player.GetSoundManager().GetFmod().createSound( filename.c_str(), fFlags | FMOD_HARDWARE, NULL, &sound );
FMOD_ERRCHECK(result);[/code:f6vfxff5]

However I am having performance issues, is this the correct way to generate and load my run-time sound files.

Should I do something to them beforehand i.e Reduce their channels or resample (what rate)?

Thanks,
John.

  • You must to post comments
0
0

Actually they didn’t work. They cracked and poped and when I moved back to wave files it worked grand.

I still think the performance isn’t too good though for what it’s doing. Playing a looping music track and about 20 sfx with up to 50 virtual channels.

The reason why I used CAF is from info read from "iPhone Games Projects" that states CAF 16 is the internal format used by core audio and it’s good to use that as it means no conversion on the fly.

If that’s the case? Is the iPhone version of Fmod optimized for the iphone. I know it took a while to get hw accelerated mp3 playing so just wondering.

  • You must to post comments
0
0

Yes FMOD has been optimized for iPhone. CAF files are probably going through the AudioQueue codec, I would recommend you stick to WAV files for your everyday sounds.

For information about performance please check the iPhone "getting started" guide. For best performance for small run time sounds, use 16bit wav files resampled to 24KHz, for music use AAC.

  • You must to post comments
Showing 2 results
Your Answer

Please first to submit.