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Hi, guys,
i want to play two sounds end to end. i use the channel::setCallback in main.cpp, and wait the FMOD_CHANNEL_CALLBACKTYPE_END in the callback function. But i found that channel::setCallback depend on the system::update. Now I face a problem that i must call the system::update continuously, but it is high cpu intensive. What should I do to make channel::setCallback automatically trigger? Or are there other ways no sooner the sound play end than I get the message?
thanks.
[code:26m0z3gy]FMOD_CHANNEL_CALLBACKTYPE type, void * commanddata1, void * commanddata2)
{
FMOD::Channel *cppchannel = (FMOD::Channel *)channel;
if(type == FMOD_CHANNEL_CALLBACKTYPE_END)
{
SetEvent(hSoundOverEvent);
};
return FMOD_OK;
}
[/code:26m0z3gy]
in main.cpp
[code:26m0z3gy] /**** ****/
WaitForSingleObject (hSoundOverEvent, INFINITE);[/code:26m0z3gy]

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Thanks peter and brett, im testing this solution.
Hi, brett, my sound is .wav file and 44.1kHz, my "FMOD_DELAYTYPE" is "FMOD_DELAYTYPE_DSPCLOCK_START", if i want to delay 3ms, where do i set the lag value and how much is the value of delay?
[code:22jhexa4]//*************
system->getDSPClock(&sysHi, &sysLo);
FMOD_64BIT_ADD(sysHi, sysLo, 0, 44100*3/1000);
system->createSound( 0, mode, &createsoundexinfo, &sound);
system->playSound( FMOD_CHANNEL_FREE, sound, 0, &channel)
channel->setDelay(FMOD_DELAYTYPE_DSPCLOCK_START, sysHi, sysLo)[/code:22jhexa4]
Am i right?

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you’re going about joining 2 sounds together incorrectly.
You should be using Sound::setSubSoundSentence to chain 2 sounds together, or you should use Channel::setDelay to play the 2nd sound at a point in time in the future that is exactly at the point the first sound ends.

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The sound will end in the mixer but the callback will be fired from System::update. Since these are in different threads, you cannot get a callback the exact instance it finishes. Calling System::update more frequently will increase the accuracy slightly, but the closest you can get is one mix block which in the common case is 1024/44100 = 23.2ms delay.

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Thanks Peter. I do have a timer of 20ms. But length of my created sound is about 25ms. i do not have to use the "WaitForSingleObject (hSoundOverEvent, INFINITE)", i only want to get the message at once when the sound play over. I’m troubled: what can i do getting the message at once when the sound play end?( i’m new to FMOD and c++ 😳 )

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[quote:1lzfqk8x]Now I face a problem that i must call the system::update continuously, but it is high cpu intensive.[/quote:1lzfqk8x]
I’m not sure what you mean exactly by ‘coninuously’. If you are calling it repeatedly in a loop you should put a Sleep in the loop so the thread can yeild control. If you are calling as part of your render loop then it should not be CPU intensive.

Edit: looking at your code it seems you are working more on a event driven system in which case you should try to set up a ‘timer’ which will regularly call system::update for you.

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