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Hi all!

I made 2d / 3d 3ound event in FMOD Studio and play in my codes.

Because sounds was declicked, I want to set ChannelControl::setVolumeRamp() as false.
But when I trying, I can’t get ChannelControl instance from EventInstance and receive error code which is FMOD_ERR_STUDIO_NOT_LOADED.

how to access ChannelControl directly in FMOD Studio EventInstance?
I’ll appriciate any your suggestions.

  • Cameron Baron

    Are you able to share some of the code you are using?

  • Jong Ha Lee

    Heres are my codes.
    EventDescStub is wrapper class of FMOD::Studio::EventDescription, and EventInstanceStub is wrapper class of FMOD::Studio::EventInstance.

    //——————————————————————————————
    FMOD::Studio::EventDescStub* pEventDesc = _GetEvent( “BlablaEventName” );
    if( pEventDesc )
    {
    FMOD::Studio::EventInstanceStub* pEventInstance = pEventDesc->CreateInstance();
    if( pEventInstance && pEventInstance->IsValid() )
    {
    pEventInstance->Start(); // Event Sound is created and played well.

    FMOD::ChanngelGroup* pChanngelGroup = pEventInstance->GetChannelGroup();
    if( pChanngelGroup )
    {
    // But pChannelGroup is always NULL, and FMOD_RESULT value is
    // FMOD_ERR_STUDIO_NOT_LOADED
    pChanngelGroup->setVolumeRamp( false );
    }
    }

    ///————————————————————————————————
    What’s the exactly meaning “channel group” in FMOD Studio?
    ( I knowed that in FMod EX, I could set channel in the “FMOD::Sound” Instance. Then, what’s the difference FMOD EX channel vs FMOD Studio ChannelGroup? )

    Should I must set groups in FMOD Studio Tools for ramp?

    Thanks for your Any suggestions.

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Best Answer
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An eventInstance’s channelGroup will only be available once the event has finished being created. This can take a little time, but there are a couple ways of doing this.

Have a look at our docs for some more information:

https://fmod.com/resources/documentation-api?page=content/generated/FMOD_Studio_EventInstance_GetChannelGroup.html#/

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