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first i’ve to admitt that i am still working with FMOD 3.63 but i am in a debugging phase, changing to the latest version is the first thing I am going to do afterwards.
so if any of the questions/problems are solved/completely different in the latest version just tell and excuse me for asking it.
the questioins:

  1. if i set looppoints in streams, why FMOD plays just between them not the rest of the stream (even looping is off)

  2. a) if i try to set the looppoints in a stream too ‘close’ to each other FMOD/ my application will crash. i guess its be cause setting of the looppoints is just ‘reasonably accurate’, but why crash, why FMOD doesn’t handle it ?
    b) so wont it be reasonable and nice to be able to set the loopoints in bytes or miliseconds, too (so that i can eg. set the loopend to the end of the song or so espacially bcause of 1.)

  3. why it is not possible to set the loop_mode during a sample is running in 3D?

thanks.

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Thanks so far…..
its good, nice 😀

If looping is off now Fmod ignores the looppoints in streams, which is great, but … if looping is on and I set the loopcount to an number >=0 (eg. 2) the stream stops when it reach the looppend for the last time, shouldn’t it go on to play the stream to the end afterwards? at least thats the behaviour I expected :(

and then again to the point 3 i wrote before, i guess you concentrated on the streams first….
[quote:uub1ria7]3. why it is not possible to set the loop_mode during a sample is running in 3D?[/quote:uub1ria7]

i still dont know why allways when i play a sample! in 3d and it is set to lopp_normal it is impossible to set it to loop_off…

anyhow thanks so far, brett, you already helped me a lot….

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hmmm see…. I will take a look how to work around that in my program…
(perhaps you sholud write something in the documentation about that, if you didn’t do allready and I was just to blind to see that…. somewhere around FMOD_Sample_SetMode)
Thx so far ….
I am looking forward to the updated engine…..

AND: Basicly I like FMod a lot…. is is great!
(But naturally you’ll just post something when you are going to have problems…)

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There is actually something that can be done about looping in 3d with directsound: design your own “user stream” and do the looping yourself. I’ve got loopstatus and loopoints changeable whilst my stream is playing. The code is none too easy, and something to watch out for is the stream callback gets called from a worker-thread.
I call it a “SampleStream” ’cause I load the sound as a (software2d) sample, get the pointer with FSOUND_SampleLock, and stream from it. This technique probably won’t work on consoles.

Lorien

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