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I’m playing around with FMOD to test it’s abilities and to write a wrapper that I’m writing. Everything works great and I’m very impressed by FMOD and it’s capabilities! :)

However there was 1 thing that kinda amazed me… I initialised FMOD with 16 channels and I played an XM file and a wave file, however the wave file didn’t play… I found out later that the XM file was using up all 16 channels and when I increased the channels to 32 the wave file played without a problem. This strikes me as being kinda weird since I have been using other sound libraries incl. SDL_Mixer (which is a bad one btw), but I never found that playing a module (or something alike) to use up allocated channels, however it also opens new capabilities (like defining your own samples and stuff). So I’m not complaining about this feature.

It does however face me with a complication, since it uses up all 16 of my channels, I can of course initialize with 32, however there are also modules that use up 32 channels, so I would like to reinitialise the number of channels when I’m going to play a module, however there is no option in FMOD that allows to reinitialise to increase/decrease the number of mixerchannels dynamically. Of course I could simply close and initialize again, but I would like to be able to do this without stopping my samples…

Another “option” that would be nice, would be the ability to set a seperate number of channels for music or maybe to reserve a number of channels just for modules and stuff… :)

If there is allready an option like this then please let me know! :)

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I tried that and it works, downside is however that I also have to unreserve the channels again when I want to play the sample otherwise it won’t find free channels anymore and if I reserve all the channels again after I started playing the sample it stops to play…

I still would prefer some function that would limit the number of channels for FMUSIC to use, or that I could reserve channels in a way so that only soundsamples and streams could use them…

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