I’ve done some coding with FMOD recently and must say it’s the best 3rd party lib I’ve ever come across! Nice work!
However, despite browsing all the docs and multiple searches on this forum, I haven’t found answers to this one problem I have. I have a MOD structure in memory, which gets loaded and played with LoadSongMemory(). All Ok. BUT I -need- a way of finding out, or force, which fmod channels are used for playing a specific MOD-channel. Ie I want to “mute” or otherwise abuse a certain MOD-channel using fmod’s channel functions. Say we have a 4 channel mod and initialized fmod with 16 channels. Is there ANY way of determining that e.g. channel 11-14 is used as MOD ch0, ch1, ch2, ch3? So if I’d like to mute all but first MOD channels, I could mute fmod channels 12,13,14?
If not, could such a feature be implemented in the future? I can’t imagine that would be any difficult(?), the FMUISC_GetXXX()-family of functions are otherwise rather complete.
Thanks again for a beautiful API, and Brett – Thank you very much for the old “fmoddoc.txt”-document still floating around on the ‘net!! Last year, we used that to actually implement an all hardware ASIC mod-player, to be a part of an integrated “TV gaming console on a chip”-project. Allthough we never had the time to implement 100% of the MOD effects, we’ve got the most used ones and that’s enough to playback 99% of the 4 channel MODs out there. Your document was the reason for success! We now have silicon chips with a homebrew CPU, TV-out gfx generation, AND an all hardware (NO cpu/software interaction neccessary) mod player (with 4 extra channels for sfx)! It’s cool, and it sounds great! =)
- KallKille asked 17 years ago
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