Two features that would be extremely useful for our current project:
Loop counter – the ability to play a looping sound a specified number of times then stop. Also, randomization of the amount of times it plays the loop with definable min/max count parameter. Also, options for stopping the loop: stop at final loop point, or play through to the end of the sample.
Play through to the end of sample – When stopping a sound from your game engine it would finish whichever sample is currently playing in that sound definition. Fade out is very nice now, but this would be extremely valuable as well.
- Dylan asked 12 years ago
This is useful, but I’d like to see it taken further. "Always loop to end AND don’t start another instance (from this event) until this one is finished"
Even if I set my number of instances to 1, I get instances playing over each other. I suppose that’s because the "max playbacks" parameter is for the EVENT and not the individual instances. Maybe what I’m suggesting is another "max playback" parameter which controls how many INSTANCES within an event can play back at the same time.
Anyway, for Music especially, this would be very very useful.
- ssnyder answered 12 years ago
[quote="andrew":2q4x4owo]Loop count is not supported in stable branch. Use dev branch if you want this feature or wait a few weeks for when we make dev the new stable and start a new dev branch.[/quote:2q4x4owo]
4.6.21 is the stable branch. Use 4.7.xx if you want the loop count feature.
Hey brett and andrew,
Will you continue the implementation of this feature? I was very happy to see that fmod can cope with loop points, however, it would be good also to have those min. and max. loop counts mentioned before to put some randomization into the samples.
Thank you in advance.
It is niiice, however I had a problem when trying to use this feature (tested with the stable FMOD Ex 4.06.22 & FMOD Designer 1.07.19). I made a few looped samples with SoundForge 8.0d (build 128) and I inserted loop points into them. Then, I imported those .wav files and set the loop count property (that was the point where I thought about the possibility of the randomization), and everything seemed brilliant when tested in the Designer. After then, I built the .fev & .fsbs (with ADPCM compression), lauched the game (that uses FMOD), and I experienced that in the game (FMOD Ex) loops do not stop!
What do you think about it?
The current "loop n times" feature isn’t working in our game – it’s working in designer, but not in the actual game environment. Will the feature you speak of above replace the current (broken) loop n times functionality? Or is this something else?
I’ll add this to our list, starting with simple loop count functionality. This will probably only work with software mixer though.
This is already available. Right-click on a sound in the event editor, goto "Sound instance properties…", choose Loop mode "Loop and play to end".
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