Im currently evaluating FMOD for use in the PC version of our upcoming game. So far it looks good but I ran into a few problems and would like to ask some questions.
My first problem is about streaming data from FSB files. In the fsbank.exe help file the following is stated:
[quote:3jhvf7eu]To open an FSB file as a stream use FSOUND_Stream_OpenFile.[/quote:3jhvf7eu]
I could not find a “FSOUND_Stream_OpenFile” anywhere in the FMOD documentation and the command doesnt appear to exist. I tried using the “FSOUND_Stream_Open” command instead, but it refuses to open any .fsb file I throw at it. (I have tried FSBs with WAVs in it and FSBs with OGGs)
My second problem is that I wish to delay all commands called until I call FSOUND_Update(). It looks like the FSOUND_OUTPUT_NOSOUND_NONREALTIME flag should do the trick, but everytime I add it to my FSOUND_SetOutput flags everything goes completely silent. (and I do call FSOUND_Update every frame)
Any ideas what to do or why this doesnt work? I am using FMOD 3.70 Win32 version.
Thanks for the help
- ESchack asked 15 years ago
FSOUND_OUTPUT_NOSOUND_NONREALTIME is for playing back at highest possible speed with no sound output, hence the NOSOUND and NONREALTIME.
The fsbank help file needs to be updated since FSOUND_Stream_OpenFile changed to FSOUND_Stream_Open in 3.70.
Im porting our title from PS2 to PC and my soundsystem on the PS2 side has the commit all at once functionality. On the PS2 you more or less HAS to use the commit all at once approach because of the hardware architecture.
My problem lies in that in some cases sounds doesnt start and stop at the appropriate times because the calls are immidiate on my PC port.
I might be able to work around this problem, but I would have liked to keep the two soundsystems very similar in design.
Btw, you say your FMOD PS2 version has the same design as I want. Wouldnt multiplatform licensees experience the same problem as me then? (having to design their sound implementation differently from platform to platform)
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