0
0

Ok, I sifted through as many threads as I could and didn’t see this problem previously posted.

So here’s the deal… I was thinking about doing FX per channel, until I noticed that you could do FX globally with FSOUND_SYSTEMCHANNEL. So I got those FX to work properly, but they ONLY are affecting my FSOUND_2D streams and samples. The FX do not effect how FSOUND_HW3D streams and samples sound. :(

Any advice? Thanks! :)

EDIT: Using C++ in Win32 with Audigy

  • You must to post comments
0
0

Righto. That’s what I thought. So there’s probably some technical limitations that prevent this sort of set up, but here’s an ideal layout for me. (maybe for future versions if it’s even possible)

[img:1bu2s55j]http://www.personguy.net/downloads/fmodidea.jpg[/img:1bu2s55j]

Ok, so I need a little more advice then before I get down on this code:

It says that initializing FX for a channel is expensive and that they should simply be reused. So my question is – When a channel that is FX enabled loses a priority battle and a different sample/stream takes that channel, does it remain FX enabled? If so, would it be wize to arbitrarily enable all FX on all the channels so that they’re there when I need them (for all my 3D sounds)? If not, will I have to manage channel priorities on my own (with resereved) so that the FX aren’t auto disabled?

Geez that was convoluted. Thanks for your help. :)

  • You must to post comments
0
0

WOW! Just found FSOUND_Reverb_SetProperties! That’s pretty much what I was looking for, so I’m satisfied! :) Now I only suggest that you mention them in the quick tutorials.

Thanks dude, your rock!

  • You must to post comments
Showing 2 results
Your Answer

Please first to submit.