I’m using Fmod for music integration for the first time (already used it for sound effects several times).
I want to do something that seems fairly simple and I need to know if I’m doing it the right way. My music needs to loop to an arbitrary point. Say, instead of coming back to the very beginning when we reach the end of the piece, the playback needs to comeback to 18000 ms after the beginning. This way I can have music with a nice intro, and a loop that never plays the intro again.
Right now I’m doing it like this:
– I have sliced my music into two pieces, a Head and a Body.
– placed both Head and Body on a single layer event, one after another
– created a "time" parameter that plays the Head first for exactly the right amount of time and then…
– added a sustain point on the Body
This works well, at least in Designer, with no noticeable gap when we go from Head to Body (I was precise to the millisecond).
My question is, is there a simpler way to do this? Could I maybe just use the interactive music system (which I have never used and gets me a little lost) to do something this simple and "non-interactive"? Or perhaps is there a way for Fmod to read loop points created on the music with Sound Forge and just fire the wav file from a Simple Event?
I need to know if I’m not doing something too complicated for what seems to be a rather simple task.
Thank you very much for your help.
- ninomojo asked 7 years ago
[quote:jkwbdgtv]Or perhaps is there a way for Fmod to read loop points created on the music with Sound Forge and just fire the wav file from a Simple Event?[/quote:jkwbdgtv]
That sounds like the easiest way. If you take a look the drumloop.wav file that ships with our examples contains loop points.
- Guest answered 7 years ago
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