Is it possible to split a large sound object into multiple smaller sound objects in FMOD? We have a game that is loading several (25+) small ogg files separately into memory at the loading of a level. This is quite slow and I think that we may be able to speed up the loading by loading (and uncompressing) 1 big sound that we split into smaller sounds.
Do you have any suggestion on how to speed up the loading of multiple sounds files?
- michaelb asked 7 years ago
Brett: Thanks for the tips. We are already using the suggested sound type. I will try FMOD_IGNORETAGS.
Do you have more information on FSB? does it loops perfectly like the ogg format? When I google "fsb format", your page on the fsb format (http://220.127.116.11/docs/tutorials/fsb.htm) is now broken.
icuurd12b42: We have a lot of ogg files, so using wav files could be a problem for the size of our game.
- michaelb answered 7 years ago
>>We have a game that is loading several (25+) small ogg files
When I read this, it leads me to assume you are using a compressed sound format for sound effects. You should be using wav files here. They load faster and they play without much overhead.
- icuurd12b42 answered 7 years ago
If you used FSB instead of ogg you would probably speed up your loading by a multiple of 2 or more. Also use FMOD_IGNORETAGS and FMOD::CREATESOUNDEXINFO::suggestedsoundtype, the latter being good because it doesnt ping all other codecs which can slow you down. FSB is optimized for fast loading.
you can load 1 big sound, but you can’t just split it up without a lot of copying/createSound calls, user sounds and the like. You could have a list of offsets maybe, and use Channel::setPosition each time you play a sound (and Channel::setDelay/setLoopPoints to make sure it stops on time) but that is a bit messy. I’d recommend changing formats instead.
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