Ok, so I’ve asked about this before … but I seem to have found an issue
with looping streaming sounds.
What I want to do is to load a streaming sound at the start of the program
Then have the option of playing the stream in a looped or un-looped mode
The way I am currently doing this is:
( I’ve omitted bits of code here (in case you hadn’t guessed 😉 ))
// Load function
stream = FMSStream::OpenFile( "media/music.mp3", FSOUND_NORMAL, 0);
// The following is in some other part of the class
// Play the stream
int channel = FMSStream::Play( FSOUND_FREE, stream );
// Set the stream to loop
FMSChannel::SetLoopMode( channel, true );
So basically I start the stream, storing the channel handle, then set the
loop mode on the channel.
THIS DOES NOT WORK 😕
The stream plays briefly … then stops.
Is there some sort of function like the FSOUND_Sample_SetMode, but for
streams. That way I could set the loop mode of the stream before I play it.
I guess I could just open the stream each time it is called to be played, and
set the loop mode on load … but opening the stream each time I want to
play it seems bad
Just to let you know, if I open the stream with FSOUND_LOOP_NORMAL, it
loops as expected when I play it ….. but as I said I don’t want to open it
with this flag to allow the option of playing it either looped, or unlooped
Out of curiousity, how difficult would it be to modify FMOD’s looping behavior for samples, streams and modules such that instead being a simple boolean “play once” vs. “loop forever” value, you could specify an integer loop count (with 0 representing “loop endlessly” and values >0 being the number of times to play the sound)?
I’m trying to use FMOD to provide a alternative sound implementation for [url=http://www.etc.cmu.edu/projects/panda3d:1mu5ms2b]an open-source 3D engine[/url:1mu5ms2b], and the inability to set a sound’s specific loop count is one of the only things keeping my implementation from feature-completeness…any help would be appreciated!
- cort answered 14 years ago
Ok, that’s fine.
So I have two questions:
If I open a stream with the FSOUND_NORMAL flag, is there a way to then play the stream as a looping stream?
(this is what I was trying to do by setting the loop mode after playing the stream)
- You can change the loop mode with samples by calling FSOUND_Sample_SetMode before you start the sample
- Is there a way to do the same thing with streams?
If there is no anwser for the above question ….
What is the overhead in opening a stream each time I want to play it, and closing the stream after I am done with it.
- This way I can specify the loop mode of the stream upon opening it
- If using this method in our game, it is likely that a new stream will need to be opened every 10-40 seconds
[quote:1wgyzjiq]Its usually a good idea to keep handles on your streams instead of letting them roam free [/quote:1wgyzjiq]
LOL – yeah fair enough
I am holding onto them …. I was just asking in the case that a class that
hasn’t started the stream, and doesn’t know about the class that did start
it, wants to then do stuff with it – an unlikely case, but there are some
situations where this could occur.
thanks for the link anyway – that was the function I’m after
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