I’ve integrated FMOD for the Wii into our engine, and am having an issue being able to tell an FMOD Designer event to play on a Wii controller’s speaker.
I can only find an example of Wii controller speaker usage in the Wii section of FMOD documentation, and that example does not directly support playing events.
I’ve tried starting an event and then getting its channel group, from which I ask for the number of channels. The number of channels is always coming back as 0.
Unfortunately I need an FMOD_Channel* to call the FMOD_Channel_SetControllerSpeaker() function, so I have no way to play events through a controller’s speaker if I can’t obtain the channel(s) being used to play back the event.
Any help would be greatly appreciated.
- dwenger01 asked 12 years ago
I replied to your other post: http://184.108.40.206/forum/viewtopic.php?p=38433#38433
- Guest answered 10 years ago
Greetings, I have the same problem. Only sample code snippet is for the base FModEx structures and I am using the Event System. I tried getting the channel via recursion in the ChannelGroup structure returned from the Event, and also tried checking in various callback points from FMOD::Event.
No luck. No Channel pointer yet.
So… has anyone some sample code for setting up an Event to play on a Controller? Am I missing something obvious?
- kevins answered 10 years ago
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