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well, i have successfully integrated fmod into half-life. For my mod that is. the problem now is that the volume is way too low. I have tried just about everything.
here is my current settings:
// Ray’s MP3 Player :smile:
void PlayMP3( const char* pszSong )
{
char song[256];

FSOUND_SetOutput( FSOUND_OUTPUT_DSOUND );
FSOUND_SetDriver( 0 );
FSOUND_MIXERTYPES( FSOUND_MIXER_QUALITY_MMXP6 );
FSOUND_SetBufferSize( 200 );
FSOUND_SetSFXMasterVolume( 255 );
FSOUND_SetVolume( 1, 255 );
FSOUND_Init( 44100, 1, 0 ); 

// create complete filename
sprintf( song, "%s/mp3s/%s", gEngfuncs.pfnGetGameDirectory(), pszSong);

mp3stream = FSOUND_Stream_OpenFile( song, FSOUND_NORMAL | FSOUND_LOOP_NORMAL, 1 );

if(mp3stream)
{
    FSOUND_Stream_Play( 0, mp3stream ); // play file on channel 0
    gEngfuncs.Con_Printf( "Now playing %s.nType "stopmp3" to stop.", pszSong );
} else
    gEngfuncs.Con_Printf( "MP3-Player: Couldn't open file %sn", song );

}

void StopMP3( void )
{
FSOUND_Stream_Close( mp3stream );
FSOUND_Close();
}
hmmm.. a bit too much of code :smile: anyways.. any hacks or some tricks would be greatly appreciated.

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<font size=-1>[ This Message was edited by: Luxurywagon on 2001-08-28 05:17 ]</font>

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Even with STEREO_PAN, fmod seems to be a little softer than winamp or other mp3 programs.

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cool, it worked a little bit… it is double the volume as before, but it is still a bit too soft. So, right now when a machine gun is fired, it doesn’t completely drown out the music, since the levels are about: SFX 60% MP3 40%.. I looked into the documentation… is there any gain or amplification functions, or perhaps maybe a function which can be tweaked to get this result i seek. thanks for your first suggestions.

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