I’ve used FMOD in the past for playing sounds, and generally only about 10% of what I concievably could.
I’m interested in now doing something else, and I’m not sure if anyone else has tried something similar, or could at least help me out with how to approach the situation.
What I’m hoping to do is have ~30 short WAV sounds loaded up. Then through an interface, the user will be able to select when those sounds play, kind of like a midi (I guess). The image below would be something like I’m thinking:
[code:3cawedvb]sound1 Y N Y
sound2 N N N
sound3 N Y Y
So at time 1, sound1 would play, time 2, sound 3, and at time3, sound1 and sound3.
So, how to I ensure that sound1 and sound3 play at the same time? Do I need to create a stream and place data into it? Do I need to create a new sample and mix the sounds myself?
Any help in direction would be wonderful.
- redragon asked 15 years ago
This was the impression I was getting from my experimentation, but hard to be sure…if you know what I mean. Better to hear something from people that know something about it than assuming and comprimising the whole design.
Thanks for the info everyone.
[quote="Sly":cl5mtrir]You won’t be able to tell the difference. The best example I can give is for you to give it a try and see for yourself. Experiment. It’s the best way to learn.[/quote:cl5mtrir]
I just wanted to make sure that I wouldn’t have a lag from the start of one sound to the start of the second…
FSOUND_Sample_Play(); // Starting sound1
FSOUND_Sample_Play(); // Starting sound2
Do they both start and mix “close enough” as to be played overlayed, or am I going to get a lag that causes the sounds to be out of sync?
[quote="Sly":3tuahx15]Just call the appropriate play function for both sounds. FMOD will mix them for you. If you have the sounds loaded as samples, then just call FSOUND_Sample_Play() for both sounds.[/quote:3tuahx15]
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